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Everything posted by Karawasa
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I can see the argument for this, but I don't think it is worth our time. Relying too much on numbers has its own flaws. Furthermore, time spent adding this in is time not spent on other things. Between the players themselves and focused testing by select individuals, I believe we can do it without this.
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The effect is AoE, the attack is not. Should probably work on the impact visual to make this more clear.
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Unfortunately, there is no way to do this. Other TD maps that do are essentially "open source" because of that. The only way for you to play offline is to have access to the original file (no way to protect it). Sorry.
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I don't recall saying that . What I am saying is that "interest farming" is above and beyond the call of duty. In other words, you shouldn't need to do it to beat the game (multiplayer may vary). Therefore, I do not think it should be considered when calculating Short and Extra Short mode starting minerals. I am leaning towards making it 1000/6000 up from 950/5700 in the next version.
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Try creating a game and playing it by yourself (don't open to public). Wait it out, give it a good few minutes if need be. What happens? Also, is your computer low end?
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The problem with increasing the max cap of Hail/Comet is twofold. First, it will not help the tower versus bosses. Second, it will probably cause lag. So, increasing the damage seems like the better way to go. Currently at 100/500. What would you guys recommend?
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I personally prefer Short Mode. Inspiration for it came from my own wanting of such a mode. Extra Short goes a little too far for my tastes.
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Ideally, yes. It would not consider sell/rebuild. It would account for building properly (minimum possible, for interest). Also, it would assume Normal. Though, the difficulties don't vary that much in terms of total bounty the first 15 levels.
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This is also a damage amplification tower. Therefore, not a main source of damage.
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Added "Info" tip. How does it look?
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How do they feel in 0.69?
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How does it feel in 0.69? I tweaked the countdown timers.
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How does it feel at 950?
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How does it feel in 0.69?
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Not sure what I can do. Weird that there is no animation for you. Does Vapor Tower have an animation for you? Guess certain ones don't get rendered on lower graphics.
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Ya, if people drop out or alt-tab and quit during loading...it will take a long time.
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Vapor/Mist/Steam tower should now lag A LOT less.
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As of 0.68 or higher, do the fruits still get stuck at the exit?
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Can someone do a replay showing this? I've built in every which way, including as outlined above, and can't get strange behavior. It all looks kosher in the editor too.
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Now starts with 950.
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Changelog: -Money Tower (EFL) projectile now has less delay and faster speed -Floating Text now indicates amount returned upon selling a tower -Quantum Beam (EL) slow mode now does 2.25x damage up from 2x -Nerfed Obliteration Tower (DLN) to 400 damage down from 500 -Fixed Grenade Tower 2,3, and 4 attack/impact sounds -Buffed Ray Tower to 12 range up from 10 -Nerfed Grenade Tower to 8 range down from 10 -Added hotkeys to Elemental Summoning Center -Tweaked dialog timeout mechanics (hopefully prevents "stacking") -Tweaked countdown timer durations (see below) -Hail Tower buffed to 100 damage up from 80 -Periodic Tower buffed to 6000 damage and 16 range up from 5250 damage and 12 range -Command "-next" now works anytime -Updated icon for Arbitrage (EFL) -Added an "Info" tip (help menu) -Increased Celerity Tower (FNW) minimum range to 6 up from 4 -Buffed Celerity Tower (FNW) to 320 base damage up from 280 -Buffed Impetus (FNW) to (distance/14) from (distance/14.5) -Removed Evaporate (FW) visual effect stacking (lag reduction) -Increased Short Mode starting mineral to 950 -Increased Extra Short Mode starting mineral to 5700 Countdown Timers: Level = (VH-VE) Old: 1-15 = 3/6/9/12/15 16-30 = 4/8/12/16/20 31-45 = 5/10/15/20/25 46-60 = 6/12/18/24/30 New: 1-15 = 3/6/12/18/21 16-30 = 4/8/16/24/28 31-45 = 5/10/20/30/35 46-60 = 6/12/24/36/42
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There is a special field on your profile (think of it like a custom member title) that would list challenges completed. As these forums grow, that credit ought to be more worthwhile. Also, I am inclined to provide a tangible prize for the "Forum Draft Series" if it gets started and completed by 8 different people.
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The challenges are never over. The normal challenges are more about competing against the game. It is the "special" challenges that are about competing against fellow forum members. For those ones, copies of an already submitted strategy would be disqualified.
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In terms of benefit, we look at the downtime. So we are dealing with 10/60 not 10/15 (for level 1). This is because a million cloning towers does you no good if you only have one tower to clone. The reason why cloning towers seems stronger is because the 15% (level 1) benefit is given in a shorter period. With the other two buffing towers, the benefit is given over the 60 seconds. In other words, cloning tower is more like a spike in damage output. Actually, the duration is 10 seconds. The "already cloned" status simply prevents any cloning tower from targeting it. It lasts 60 seconds on all levels. So, you'd need four towers per cloning tower for maximum effect (continuous).