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Megadramon

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Everything posted by Megadramon

  1. That would certainly be more interesting. More elements, better combinations, better creativity, and newer strategies. I'm all for that.
  2. Beating in NA? Isn't Element TD on the first page?
  3. Different builders are a great idea. Cosmetic auras around builders and towers seem like a pretty cool idea too. Sort of like the cosmetic effect when you just defeat a boss element. Unlocking different projectile animation/colours/effects would be cool aswell. If we have enough unlockable cosmetic effects, players can literally customize how their towers would look like and shoot, and create a type of settings for themselves allowing them to stylishly play the game. Though if rewards ever get implemented, there should be a new UI for customizing what rewards we want on display.
  4. If you ask me, the current cosmetics for towers that cast debuffs aren't very noticeable. Polar Tower's Frostbite seems non-existent, and Incantation Tower's Disenchant is just a small green orb around the abdomen area of creeps. Erosion on the other hand is pretty noticeable, and whenever I do a mass debuff build on creeps, all I ever notice are the Erosion debuffs. As you can see here, I've selected a creep with two debuffs on it, and you can visibly only see one, which is the Disenchant ability. (green orb) Also, for some creeps that aren't human shaped such as the Biohazard Truck, you can't see any debuffs on it. Furthermore, the Muck and Barb tower's debuffs don't have cosmetics. I believe we need more debuff cosmetics, and they need to be more noticeable.
  5. Seems like a lot of power to give a random schmoe doesn't it? Can you think of any other first page custom that does this? Dunno if the type of thing is related, but Mafia allows the host to basically set the game up. The host has a lot of power as the metagame is basically up to host discretion, and many times (due to my personal experiences) they don't know what they're doing. Though recent games I've played, hosts are smart enough to use Save Slots and speed the process, so things may be changing. Even if the game is ruined by the host, people always leave and rejoin one, and in case the host hasn't a clue on what he's doing, they'll either let players decide or set everything to normal which everyone likes. I personally believe that any game with multiple modes requires someone capable of controlling them rather than making it 100% player vote. Player vote will make it impossible for anything other than standard. Even if we do manage to start organize games, player vote for organized games is silly. Someone needs to be in charge.
  6. I noticed host doesn't have the option of controlling the mode anymore? IMO that really sucks
  7. I was playing a Competitive, Short Mode, Same Random game, and I noticed when I was building my first tower, I couldn't upgrade it because I had only started with 70 gold, along with everyone else in the game. There were a couple of leavers during the mode selection if that helps. Anyways, the replay. It's short, so it won't crash on you. eletd short mode bug .SC2Replay
  8. Correct me if I'm wrong, but whenever I think of single target finishers, I always use the D+N Disease tower for that role. I honestly never use the Flood Tower, and changing it to an AOE tower is always welcomed in my books.
  9. Sounded like fun! IMO the -kick command should be renamed -votekick. The -kick command (to me) implies that the selected person is going to be kicked. If other players sees someone type -votekick, they'll know that the kick is a voting process. Honestly I never knew this command existed in the game.
  10. I actually really like this. Different losing animation for each colour, each fitting the settings of that spot. Seems like a fun; creative cosmetic for Element TD.
  11. I think being able to summon things in your opponent's area with an AOE aura that buffs creeps seems cool, such as buffing speed, defense, or even healing. Also building temporary filler buildings in your opponent's area to prevent them from building in certain spots. Being able to change the element of the creeps to something different can really screw someone over. Making creeps cost more than one life if leaked. Spawning a super creep mixed in with regular creeps. Freezing tower(s)
  12. Is there even such a command in the game?
  13. Anything micro related could fall into a potential Hero Mode if that ever gets implemented. As Chiquihuite mentioned, TDs are usually macro intensive. Hero Mode could shift the burden of macro onto something more micro-able in a different type of game setup.
  14. I find the Mildew Tower a tower I can rely on. It's pretty effective at clearing early waves if you have access to them. Good damage and it's AOE. Also it's only natural that the Mildew would do bad against fire? Plus the Mildew Tower isn't a single target type tower so again it's only natural that it's not good for bosses.
  15. Well the Particle Field can freely move to player's sides. Celerity Tower can also attack across the boundary. EDIT: Arg... the player I was beside must've left the game, or died. I was gonna test with the Cannon Tower, but I'm guessing towers with sufficient range can attack out of bounds.
  16. Oh while we're at it, the Particle Field from Ion Towers can also freely move to other player's sides.
  17. I noticed my Hail Towers attacking creeps in my opponent's area; though the screenshot didn't capture the attacks, I assure you it happened.
  18. It seems like the kind of idea that you'd have to see to know if it'd be good or not. The idea sounds random. It'll either be cool, or one of those "wtf just happened?" type things.
  19. That's definitely a problem... people shouldn't be able to do that
  20. I think the modes are great, and they were needed anyways. I haven't played much Standard because well... I'm not a fan of mixed-difficulty. I've only played one game of Standard mode, and at first I was confused that the timer would instantly change from say 30 seconds to like 5 or something like that. I guess it was because of my playing style that I was fruitlessly trying to rush everyone and income; thus, playing the mode improperly. I don't really like the timer for Standard, but then again, I wasn't playing on a competitive mode, and the mode isn't for competitive purposes. I've yet to play Standard mode casually to see if the sudden countdown change will effect the gameplay of casually playing the game, but one thing I'd have to say about the countdown timer in Standard mode is that it seems to be unreliable no matter how you'd play the game. All-in-all I'm a fan of all the other modes but Standard due to the fact it has mixed-difficulty and the countdown timer seems too unreliable. The game doesn't match my playing style, so it's only natural that I'd dislike it the most. Oh yeah... dunno if it's a good idea or not, but since it's kinda lame to have players "compete" on mixed difficulties on Standard mode, and rely on what I feel to be an unreliable countdown timer, would it be viable to just make the countdown timer independent for each player, essentially having everyone play their separate game?
  21. Megadramon

    Test mode?

    Couldn't you just use cheats in single player mode to achieve some of that? Though I guess it'd be nice to have some single player commands to spawn certain creep waves, essentially controlling the game. It'd sort of be like DotA where the game would detect that you're in single player mode, and offer you available commands.
  22. Ever since I started playing SC2 Element TD I've always noticed that the Ray/Advanced Ray/Optimum Ray, as well as the respected forms of the Grenade towers look too similar. Though I do notice a slight growth, it's not enough to easily distinguish between them. I thought that after a while of playing the game I'd get used to it and start to notice them, but I haven't. In WC3, I bet you could easily distinguish the appearance of the Arrow and Advanced Arrow Tower. In SC2 it's not as easy anymore. I don't think they get darker anymore. I think each level they need to get bigger than they already are and get darker, just like in WC3.
  23. I've always liked the Hail/Comet Tower. The animation is cool, and the range, damage and AOE are very good for my likings. To me it's a reliable tower that I always look forward to building in random games.
  24. Megadramon

    Game Mode

    I guess the initial modes would seem confusing to some, and to add salt to injury, new modes have been recently added. Anyways the game first starts you off asking if you want to play Standard, Competitive, Race, or Extreme. Standard: Basically the standard public mode as the game suggests. It's the only mode that allows mixed difficulty, meaning players are able to "compete" on difficulties different from each other. The countdown timer for the waves happens after each wave spawn. It's a static time that is 60 seconds for all levels, and will end early if all players clear the creep wave. Competitive: It's the standard mode if you're looking for a fair; competitive game as all players are on the same difficulty as one another. In other words, it is a non-mixed difficulty mode. The countdown timer starts after the first player clears the creep wave. Race: This is another type of competitive mode where you compete on who finishes level 60 first. The first to finish level 60 without depleting all their lives wins. It is a non-mixed difficulty mode. The countdown timer is independant on each player, meaning the timer starts after you clear your own wave. Extreme: It's basically the same as Competitive Mode, except you only get one life. After that, you select difficulty (difficulties should be self explanatory). Very Easy, Easy, Normal, Hard, Very Hard. Very Easy: Creeps start with 50% HP with 10% damage reduction. Easy: Creeps start with 62.5% HP with 20% damage reduction. Normal: Creeps start with 70% HP with 30% damage reduction. Hard: Creeps start with 87.5% HP with 40% damage reduction. Very Hard: Creeps start with 100% HP with 50% damage reduction. Next, the game prompts you for randomness, asking if you want All Pick, Random or Same Random. All Pick: Choose your elements/income every five levels. Random: Players get a random element or income every five levels. Same Random: All players get the same random element or income as each other every five levels. And then it asks whether you want to play a Normal or Chaos order. Normal Order: Creeps spawn in normal order (eg. Sheep lvl.1, Scantipede lvl.2, Karak lvl.3, etc...) Chaos Order: Creeps spawn in random order. They retain their abilities, but their hp is relative to the current level. (Eg. Jim Raynor at lvl.1 would have the same hp as a typical lvl.1 Sheep and etc...) And lastly, you select whether you want the game to be Normal length, Short, or Extra Short. Normal: You start at level 1 with 70 minerals. Short: You start at level 16 with 1000 minerals and 3 gas Extra Short: You start at level 31 with 6000 minerals and 6 gas. Hopefully that explains everything.
  25. Just curious, as many people like Element TD for different reasons. I personally like competitive mode along with same random because it suits me. When I play Element TD, I don't necessarily have a specific build in mind. I love the on the spot improvisation competitive mode, and same random offers. You compete against other people's strategies which adds a twist to the game. It's never the same game you're playing as elements and opponents are factors on how the game is played. Once I get used to the normal creeps, I'll start to play chaos mode as well. What modes do you like to play and why? What type of player are you?
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