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DDRKirby(ISQ)

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Everything posted by DDRKirby(ISQ)

  1. Technically, pure water doesn't conduct electricity at all - it's all the ions that do. So the Electric tower should theoretically do 0 damage to water-based creeps hence, "traditionally". one step ahead of ya pal
  2. traditionally, water conducts electricity, eh? so attacks involving electricity should theoretically be more effective on water-based creeps. nitpick: thunder is just a loud sound, it's the LIGHTNING that kills
  3. *If you expect people to be able to watch your replays easily, there needs to be some accepted convention for map folder. *the accepted convention is in maps/download *IMHO there is nothing wrong with keeping other ETD versions as long as its understood that they're just that--nonofficial/old/outdated/hacked ETD versions. the folder issue is the one that's important here. the issue of other etd versions is not. having other etd versions should in no way prevent you from placing element 4.0 PB in the correct folder. on a side note, don't you think having 30 versions of the same map is overkill?
  4. what does MS stand for...multiplayer service?
  5. The only problem with LNW builds is the lack of damage triples that I like. light has hail and laser which are okay (though not fantastic), but nature has impulse (needs constant attention) and flesh golem (same) and water has tidal (micro) and drowning (inconsistent). DEF used to be muck, quaker, and zealot. nowadays damage duals are actually worth it though, so magic can take the place of muck, and gunpowder can substitute for quaker, etc.
  6. old junk-o TV sets are often vastly superior to HDTVs simply because there's guaranteed to be (essentially) no lag.
  7. You realize that the two games I've played most often in the past weeks are Tetris and Super Metroid.
  8. 10th: Interest (d'uh) 11th: Light 1 i've always been fond of DEF builds
  9. heh. apm can actually get pretty high with interest-high games. i've checked in w3chart (though im not sure if its completely accurate for etd) would be a fun feature, but not worth it if it's not easy to implement.
  10. EleTD without selling for interest? Blasphemy! (you can still do so in AP, but mostly only with arrow/cannon towers)
  11. visually, ice as light damage is totally fine. quark is more of a stretch, but then again, so is hydro as earth. tower/balance wise, i dont think i'd mind it at all.
  12. duals: disease triples: windstorm, impulse, tidal
  13. replicated trickery lag in both 17b and 18, the problem is exactly the same, and very easy to replicate. attached is the replay of beta 18. ingame chat explains my findings. beta 18 trickery woes.w3g
  14. DDRKirby(ISQ)

    LDWN

    actually that makes a lot of sense. didn't think to use just plain old light towers. (whispers an apology to devouring1)
  15. DDRKirby(ISQ)

    Advice needed

    in 4.0PB, support triples are very very strong. the support triples that don't involve fire are: Roots (DEN) Muck (DEW) Enchantment (ELN) Polar (ELW) of these, roots and muck are definitely the more useful ones. both give great aoe damage + slow. On pick, depends on how fast you are at building them, and how aggressive you want to be with interest abuse. I often rely almost solely on arrow/cannons until about lvl 30 in pick (but sometimes I'm lazier and stop at 20 or 25 or so). On random, you should generally stop using them as soon as they become obsolete and you have enough money for better towers.
  16. DDRKirby(ISQ)

    LDWN

    my analysis: duals: trickery (L) ice (W) life (N) poison (D) disease (D) well (W) triples: hail (L) oblivion (D) tidal (W) drowning (W) N-W-L is a nice damage cycle (do you understand why?) but your only source of nature damage here is either single element towers, or life towers, which aren't really that great. Disease and poison are rather worthless, and trickery is hard to use. Yes, I see myself relying mostly on tidal, but with hail towers thrown in to cover for darkness waves. Drowning is a possibility, but i'd rather have tidal if I can, since drowning is a little more inconsistent. if I'm using hail as one of my primary towers, it had better be level 2, so that's LLDDWW. Add in NN and you get lvl 2 tidal as well. That's 8 picks, leaving us 3 more. I'd probably throw in WN since lvl 3 well is a big help, and that also gives us strong single-element nature towers to cover for later earth waves. Last pick would probably be interest. So the build i'd try would be something like: $-NLWD-NWLD-NW or actually, $-NLWD-WNLD-NW. just tried it (short mode) and got to wave 54. I had forgotten just how much 4.0PB builds rely on AoE slows and supporters. Having Ice as your only slow is really painful here I was trying to play at 4/5, which was too ambitious of me. Maybe going slower and playing tidals at 1 would fare better, though I'm not exactly sure where the hail towers would go. Ice helps a bit but really without the AoE slow tidal can never catch all of the creeps, which is a big problem--even more so on fast waves. And mech waves are a big pain as well. Another idea would be to play drowning at 6 or something. Drowning and hail complement each other a little bit better than tidal does, just in terms of placement. It could work...but I worry about the late-game usability of drowning. Hail towers also didn't really seem to cut it quite as much. But then again, all of this is coming from someone who's been playing the private beta version for a while, so it could just be me being used to different things. 11-26-08 LWND fail.w3g
  17. but again, the lag is once per second, consistently, at the same time as the interest timer decrement, so i'm guessing it's due to some check that trickery performs.
  18. i'd imagine the trickery stuttering wouldn't be too hard to replicate. the tower being destroyed might either be something like gunpowder killing towers under construction, or it might be related to trickery.
  19. but tidal "felt" a lot more powerful. esp tsunami. granted, one-shot bursts naturally feel more powerful than long range over time, but...
  20. was experiencing major lag in this game, my best guess is that it was due to trickery. the lag was occuring once every second, so i'm guessing it has something to do with the ratio system or something (i don't really understand the new trickery that well). replay is here, lag starts to happen a lot near the end. also keep your eyes out for me trying to build towers and then they get destroyed (??) in the middle of construction. wasn't sure what exactly happened. the underlying issues are probably with trickery though. 11-21-08 - VHSR lose.w3g
  21. the third is the most interesting, but doesn't mean that it's most beneficial xD (gogo mass oblivion gogo)
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