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DDRKirby(ISQ)

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Everything posted by DDRKirby(ISQ)

  1. bring WC3+TFT and do full install on an old linux machine with virtual windows XP?
  2. well, theoretically VH AR with 4 elements is easier than VH AP 4 elements assuming identical element orders (which is probably not the case, but...). wish i could watch replays at work =P
  3. "FOR THE HORDE" "FOR THE SWARM" notice a similarity here? ironic because the orc playstyle is not the same at all. oy.
  4. well, i didn't expect to do any significant damage vs the composite healing, but what was really throwing me off was the numbers popping up as "0" from the voodoo. but my previous post explains it perfectly.
  5. frozen orbs with sorceresses or sorceresses with frozen orbs? you'd think a single d2 char would win over both sides fairly easily, but...what of mind control, spawn broodling, possess, stasis field, etc...? also D2 has no detectors, but that's not really a problem for frozen orb sorcs since...well, just spam it anywhere and it works. Dota chars stand no chance in hell though.
  6. almost like a kindle/nova type damage. but NOT! I love the tower placement options (more like dillemmas) this will introduce. neato~, but yes, address the well issue...
  7. this post WINS. me and my friends have had several humorous discussions about SC vs WC, it would be a very "imbalanced" matchup but still very difficult to wrap your head around who might come out on top. WC units ofcourse have vastly superior amounts of hp (grunts have like double the hp of an ultralisk!) but SC has the MASS MASS MASS and doesn't have to worry about supply, creeping, etc. Map would affect it alot as well, since if it's a pure wc-style map then creeps would prevent the SC player from expanding at all =P certain strats become vastly unviable, for example a 4-pool is easily countered by militia or burrows. However certain other abilities are much much more useful. on the side of WC anything AoE is generally great, imagine just going into their base with a lvl 1 TC and shockwave their entire mineral line. On the other hand SC cloaking becomes much more effective since there are hardly any detector units in WC (shade, gyrocopter). And of course, spawn broodling and MIND CONTROL are awesome here. overall I would give the advantage to WC, simply because a SCOUT peon can already do so much damage xD. But still, there is so much weird stuff you have to consider, it's funny.
  8. like once a week yet i check the forums multiple times daily. now, if i could play ETD at work....=ppp
  9. hmmm i wonder. if the zealots did a bunch of damage, but then the damage ended up all getting healed, then would the voodoo towers even cause any extra damage with the curse? i would guess not because it probably just bases it off of HP difference. so that could explain my particular case very well.
  10. ah, just watched your AP replay jolin (sorry took so long), you really played slow as possible at the beginning eh? I'm always too lazy to do that. it's a very nice build for ronald hunt though...
  11. started off with the orcs and are still my trusty main...ha, we perhaps get to complain the most about having imalanced matchups (except UD) but we still have the most reknowned WC3 player ever (grubby). I play random in 2v2 AT, it's great! Except when i get HU. damn, my HU sucks.
  12. hey, this is how i first found about about EleTD in the first place it's kind of a *facepalm* incident, but IMO not that important.
  13. yes these new smileys are not that appealing to me. but, it's a minor thing of course. for some reason I've come across very very few smiley sets that i've ever liked. but text-based emoticons are always constant, yay~
  14. it just doesn't feel right when i'm playing SR and in preparation for a water wave I build a whole crapload a muck towers at the same place because that gives the best damage output. "isn't this supposed to be a slowing tower, and the slow doesn't stack...?" my mind says. would probably make more sense if, you kept muck at a "debuff tower location" and had to use other towers (poison!) to do the damage. i realize i'm "preaching to the choir" here...
  15. less interest abuse, noooooooooooooooooooooo ...but you have a good point, and i myself do not like leak-interest ABUSE at all as i think it crosses the line. however, others have already covered reasons why this might not be effective. I DO wish there was some kind of device to make it harder to abuse leaking, but i'm not sure the is is the answer. two thumbs up for effort though. on a side note, this would be just vicious when getting randoomed an early lvl2/lvl3 elemental...
  16. hail icon is "storm" related, i dont have quite as big a gripe about that. good catch on the laser tower though. I myself would recommend "focus" and not "concentrate" but that's just me.
  17. yes, imo muck's damage might be =that= much of a problem when considered on its own, but add in the fact that it's also a slowing tower, and AoE? a little too much going for it, when compared with poison which is just vanilla damage effect. its range is not bad either.
  18. i dont even care about the time, really. just make interest stop immediately after round 60. 15 seconds to prepare is much better than 2 seconds
  19. nice analysis, i hope this this a goal that can be realized...
  20. yes, minimum requirements I think we can agree on, would be -EleTD (or ETD) -version (4.0pb or 4pb) -gametype (AP/SR at very least) -WC3 version. the "special" doesn't apply all the time because, well, sometimes you have games where nothing special happens =p but you get the idea.
  21. altqq or pray=P i admit i didn't watch the replay. i type a lot from work nowadays, so I don't even know what the build actually was. with that tower setup i would most definitely be using oblivion towers. I would also be losing badly =p makes me wanna go play a game or two of SR...
  22. i laughed when I saw the poll results, all 4 in unanimous agreement ^^; 1.Composite SUPER ARROW TOWERS 2.Healing Oh no, watery minions! Dune worms can also cause problems here, esp because there aren't that many nature towers that I favor. not much change of setup needed here, just need to be prepared to build MORE. Of course most favored would be something like a shitload of zealots, but realistically I probably stay on 2-pass assuming i'm already playing at a 2-pass position. jolin makes a good point here that tidal is an excellent tower for this. 3.Undead Amplified earth, quaker, muck, nova, windstorm, etc etc. many choices. just don't build impulse as your first triple right before wave 21. 4.Mechanical -space towers out a bit more. -zealot works great here...long range/AoE towers not so much. 5.Fast -pray =P hardest here are wisps and troll batriders, though more so the former usually for me. Impulse could be okay, or gunpowder =X
  23. In that case according to Cisz's convention (correct me if i'm wrong) it would be lw 50 (and not saying anything about number of leaks). But of course it's all up to you, unless the entire forum wants to adopt a standardized naming convention. ATM I hardly think that's worth the trouble or necessary. In regards to replay verion, what =I= would do, is probably have the replay version 1st (if at all). Remember that when you sort replays by filename, the fields that come FIRST will be of higher importance with respect to sorting. I think replay version is pretty darn important, so I'd want all the 1.21 replays to be separated from the 1.22 replays, as there's no way you can ever just view both types at the same time. I would still include ETD4pb since it -is- possible there will be a full-fledged 4.0 version in the near future ^^ I'm doubtful as to whether I would include the build used in my replay name. It would be nice but, if I did it I would do it for SR as well, not just AP. But then, if I did that, I feel like I would actually want something more like W+LFNE+DWetcetc, which is just going overboard.
  24. oblivion cannot be constantly interest abused, hence i would probably never use it in an SR game =P
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