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Karawasa

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Everything posted by Karawasa

  1. The orbs are not going to be itty bitty. gwho nailed it. It will do fine without micro and excel with micro.
  2. Karawasa

    Laser Tower

    That was an error on my part regarding the tooltips. The fighters actually have two attacks so it's double damage. Currently it stands at 120*5=600 damage at 1 speed. It does sound interesting. What else can we do with target filters? We'd have prefer lower HP (clean up crew), normal (closest proximity), and perhapst prefer highest HP (tenderizer crew)?. If not the last option, any other ideas for target filter? I'd like to have three options in all.
  3. I believe combat and death are actually separate. But, can you start a new thread on volume control? This one is more for annoying creep sounds. If you find certain towers annoying, report it here: https://forums.eletd.com/Tower-Audio-Wishlist-t2472.html.
  4. Radius spawns two orbs at opposite ends of the tower. These orbs make one rotation around and then go away. So it's like Quark except damage is only done at the end of the blade so to speak. The cool part, is that you can adjust the range. It's called Radius/Diameter for a reason .
  5. I noticed it is too easy to simply ignore manual reload altogether. If the nerf proves too much, I will reduce the CD of manual reload to 12.
  6. Here is what you missed in your analysis. DLNW has access to two dual supports. Dual supports are not inferior to triple supports. Would you rather have 30% damage amp with 6 elements or 30% damage increase for 4? Furthermore, nothing tops 120% at level 3. So let's go over DLNW versus DELN. The first has 150% worth of support. The second has 180% worth of support. This isn't as bad as you make it sound. It might seem worse than it is because of damage tower balance being a work in progress.
  7. Not sure how to fix position. But, removed cannon.
  8. Karawasa

    Bugs

    Do they lag less now?
  9. Changelog: -Tweaked Creep HP (1-20 harder, 20-40 harder, 40-60 easier) -Fruit Max HP (sudden death) now scales with difficulty -Nerfed Spore (EN) to 50 damage down from 60 -Buffed Jet (EW) to 40 damage up from 25 -Nerfed Jet (EW) projectile speed to 5 down from 6 -Buffed Douse (LNW) by 14% -Tweaked Jet (EW) explosion color -Reduced distance of sound rolloff (helps prevent hearing everything on map) -Tweaked Mildew (EN) missile color -Buffed Flooding (DNW) to 363 damage up from 280 -Buffed Helix (LW) to 30 damage up from 25 -Buffed Impetus (FNW) to 400 damage multiplier up from 320 damage multiplier -Reduced size of Douse (LNW) visual effect (lag reduction) -Slightly reduced size of Evaporate (FW) primary visual effect (lag reduction) -Reduced size of Helix (LW) end effect (lag reduction) -Added cooldown to sell abilities (prevents macro mouse abuse) -Tweaked Muck Tower (DEW) projectile size and color -Nerfed Reload to 15 second cooldown up from 14 -Nerfed Reload (Auto) to 3 second cast time up from 2 -Tweaked unit death sounds for wave 43, 52 (voice = annoying)
  10. Builds that lack slow make up for it by either having damage amplification support, or the possibility of making tier 3 dual supports.
  11. We are working on the crashing problem. Glad for the support though.
  12. Medic death sound is funny . On a more serious note, it would be helpful if you guys could list the annoying death sounds. Obviously, something like a Zealot dying isn't a problem. Something like Kerrigan I could see as a problem. So list away and discuss!
  13. That's not what I meant. Rather, is this as big of a problem as you claim it to be. There are other triples that do not have access to the counter of their weakness...
  14. Countdown timers were prolonged for Normal, and majorly prolonged for Easy and Very Easy. At the very least, this shouldn't be as much of a problem.
  15. Karawasa

    Bugs

    I just tested and the second problem does not appear to be the case. As for the first, I will see what I can do.
  16. Interesting. I'll add a cooldown to the abilities (would not affect normal usage).
  17. Changelog: -Fixed Disease Tower (DN) weapon damage display (dummy) -Fixed Celerity Tower (FNW) weapon damage display (dummy) -Fixed "backswing" time for a lot of towers (animation delay when attacking) -Fixed erroneous "cancel" button on Infrared Tower (FN) -Player lives set to 0 upon quitting (fixes -ma) -Fixed erroneous tooltip for Maledict (DFN) -Fixed erroneous tooltip for Laser/Phasor Tower (DEL) -Douse (LNW) buffed by 11% -Buffed Laser Tower (DEL) to 60 damage up from 55 -Fixed Mob (DEL) tooltip (fighters attack twice, double damage) -Hail Tower (DLW) changed to Light damage (tooltip was intended type) -Flooding Tower (DNW) buffed to 280 damage up from 220 -Buffed Ephemeral Tower (ENW) to 720 damage up from 560 -Buffed Haste Tower (EFW) to 220 damage up from 200 -Removed "kills" from end game scoreboard, made the title of scoreboard reflect most "kills" -Jet Tower (EW) now switches between normal and ground attack more quickly
  18. Changelog: -Tweaked Short Mode starting mineral to 1000 up from 950 -Tweaked Extra Short Mode starting mineral to 6000 up from 5700 -Added "points" to wave 61 scoreboard (see below) -Winner of the game is now determined by points -Buffed Hail Tower (DLW) to 22 range up from 16 -Fixed Phasing (ENW) button lacking color -Buffed Ephemeral Tower (ENW) to 560 damage up from 440 -Implemented "-ma" command (match up) -Increased size of Jinx Tower (DFN) attack impact (to indicate AoE of ability) -Slightly reduced the size of the scoreboard (35% of screen versus 37%) Points: Each fruit killed will now award the player with points. Points are used solely to determine who the final winner is. Therefore, if two people make it to the fruit and one dies first but with more points...he still wins. Points are awarded based on difficulty; VE - 1 E - 2 N - 3 H - 4 VH - 5
  19. Going to try 22 range on Hail and see how it works.
  20. Karawasa

    Temporal Tower

    I just updated the website since it was wrong. It is not 1 speed but rather 0.66. It is not 8 range but rather 10. I am planning to buff the damage in the next version.
  21. Want to help us out? Check this out: https://forums.eletd.com/index.php?s=&showtopic=2502
  22. Simply put, we do not have the manpower to watch and confirm every submission for the challenges. Therefore, we are looking for individuals to help us out. There is no need to watch every second. Simply enough to confirm the submission is valid. If you're interested, please post here.
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