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Karawasa

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Everything posted by Karawasa

  1. The reason for that is more likely the minimum speed. For instance, in ETD it is 100. Normal creeps move at 300. So, with 66% slow you would be at the max. To answer your question, they do stack normally. So, three 10% towers are not inferior to one 30% tower.
  2. Well said holepercent. I would add that all damage in the game is physical, so armor is taken into account for everything. Also, not sure if you were thinking this, but all buffs in the game are unique. So, they do get overridden as mentioned...but this is only possible between different levels of the same tower. I'm glad this came up though. We (the development team) went through a fair amount of pain to get it to be this way. Long story short, everything had to be coded. In my opinion, it was the only way to make balance even possible. I hope it has paid off .
  3. Yes, there is "overkill" with too much speed as well. You are absolutely right that projectile speed, range etc.. are factors to be considered. Certainly speed is better on slow towers and damage is better on fast towers. Furthermore, it would be stupid to only build one and not the other if both are available. That being said, I still disagree. If you look at the game overall, I would say that Well has the slight advantage. The overkill from speed is less likely to occur than the overkill from damage. This is because there are more short-medium range and/or slow-medium speed towers than medium-long range and/or medium-fast speed towers. Allow me to emphasize the "slight" part of "slight advantage" in my replies. I would always build both if given the option. However, I would build Well first before Blacksmith, and I would max Well over Blacksmith (since you can't max both). Aside from that, they are equal in my eyes.
  4. I'm sad to announce that we will not be able to fit in the 4-5 new towers for 4.3. They will make an appearance in 4.3b or 4.4. Meanwhile, the second beta is here. This is the release candidate for 4.3. First: In order to play the beta, you must type -gophers before the first round spawns. If you do not do so, the game will end. Make sure to put to good use the -level, -gold, and -lumber commands. Second: The following things are no cause for concern: -Nothing! Third: Things to test: Bounty balance...reaction?Fast and Image creeps...reaction?Builder Weapons...reaction?Ronald...reaction? Fourth: Here is the changelog: -Fixed dialog menu issues -Changed gfx on Fast creeps -Balanced bounty (see below) -Nerfed Life to 1500 damage down from 1625 damage -Fixed multiple Trickery autocast issue -Nerfed Hail to 1140 damage down from 1200 damage **Bounty Balance** -The base number used in the calculation of bounty is now variable depending on difficulty level -VH is 1.1, this was the past default value -H is 1.0985, N is 1.097, E is 1.095, VE is 1.0925 -Bounty is equal to Base^(Level-1) Element TD 4.3 Beta 2.w3x
  5. Polar is not considered a "slow" tower. The status of creeps says slowed because of the way Polar was coded. They are not actually getting slowed. All abilities that have a damage dealing effect on attack get buffed by Blacksmith, so I would say Well and Blacksmith are fairly equal. One consideration though is that speed > damage because of "overkill" potential (i.e. killing a creep with too much damage, wasted). So in that regards, Well has a slight advantage. Finally, holepercent mentioned a couple of builds. I too have one in mind, but funny thing is that it also uses WFE. I personally love the WFNE build. In my opinion it is one of the harder builds to play for a couple reasons. Frankly two (Vapor, Mushroom) of the four (+Flame, Hydro) damage duals it has are "under development" (i.e. they suck in my opinion, design wise). Furthermore, it doesn't feature any support triples. No slows, no armor reduction etc.. So you're thinking why is he recommending this build? Because it features two dual supports (Blacksmith and Well) along with what I consider to be the perfect damage trifecta. Mainly, the combination of Quaker, Zealot, and Impulse. Quaker is a great "softening up" tower that doesn't need slowing to do good (since it's AoE around the tower). Zealot is the perfect "finisher" if you place it such that it charges while Quaker is doing its thing. Finally, Impulse is a great "leak catcher" along with just being a great tower. You get Earth, Fire, and Nature damage so you can always avoid weaknesses. Don't forget that this good damage combination gets boosted by two different support duals too! Finally, you'll have an extra pick which you can spend on interest or pure depending on your mood. Avoid the two damage duals I said suck, and max out Well over Blacksmith. It's a different way to play really (the build as a whole I mean, with no triple supports) but it's fun .
  6. I am really perplexed by all the appearances of Element TD in the SC2 preview images and presentations. I wonder though that if they had us in mind, then perhaps they could have contacted me, or anyone here, in some form or fashion. By no means am I comparing us to DotA, but I bet that IceFrog got contacted. Maybe it's just me, but if I wanted someone who was developing a mod I liked, or thought is popular, or whatever Blizzard's reason is, to continue doing it for SC2; then I'd at least try and make some form of contact. My email address is very easy to find, and these forums are easy to post on (or PM from). Regardless of my being miffed or not, I don't agree that SC2 is the natural continuation of Element TD. As explained to me by a professional game programmer in Germany, "I am not making games; I am making mods." Going from WC3 to SC2 would be "going from one cage to another." It suffices to say that my ambitions are more sophisticated than what you have in mind. Finally, the monetization of SC2 could very well be hit and miss just like WC3. In fact, at the moment SC2 seems like a bad gamble if anything. Remember, SC2 = Blizzard dictating monetization.
  7. I'd say Element (you mean Pure Essence I assume) picks should be referred to as P. So in your case, P2. E is for Earth . Anyway, even though I think the build is cheese I still give you credit for doing it on VH. Plan for a slight nerf to Life's damage in 4.3.
  8. Upon consideration and discussion; The 45 second limit isn't such a hot idea. So instead, how about limits added at the time of sending? By this I mean, Say you send 60 creep wave, then that player wouldn't be able to receive creeps for the next 30 seconds. But, say you send the 15 creep wave. Then that blocking time would only be like 5 seconds. Numbers to be worked out. 60 - 45 seconds blocking 45 - 34 seconds blocking 30 - 23 seconds blocking 15 - 11 seconds blocking Note, the blocking ends prematurely if you clear the wave first.
  9. I like %'s concept because it is an "Elemental" take on the classic TW game. It will be accessible to BNET players yet will have enough differentiation to make it worthwhile to play. It is fitting as a mode, not as another map. So, in essence; 1. Gold is earned by having creeps out. Every second (this is the default time anyway) you would get gold for each creep you have out. 2. Creeps are sent in waves of 15/30/45/60. 3. A player can receive up to 60 creeps every 45 seconds. 4. You start off with 7 creeps. One of each armor type. 5. When you send 200/500/1500 creeps of a certain armor you gain levels 1, 2, and 3 in that element respectively. You also get the same level of tier for the creeps. 6. When you send 400/1000/3000 creeps in general, you gain access to tiers 1, 2, and 3 respectively of composite armor creeps. 7. You start out with no special creeps. Tier 1 gives you fast and undead, tier 2 gives you healing and illusion, and tier 3 gives you mechanical. This is cumulative, so at Tier 3 you have all five. 8. When a player leaks, they lose a life. The sending player gains a life. The leaked creep is sent to the sending player. If he leaks it, it is sent back to the leaking player. It goes back and forth like this until it dies. 9. When a player dies, the sender of the killing creep gets a bonus. He will be able to choose between a pure or an interest. The pure works like you think, the interest decreases the timer for your income. It decreases it by 0.1 seconds. A cap of 3 for each bonus type. 10. You can choose who to send creeps to. This is a FFA game. There is no fog of war.
  10. I've got nothing against it. But, I am not sure about the chance of getting some of those listed to return. Are you inclined to try contacting them yourself? We've got you, myself, Kaini, 13est (stick with the same name ), and MagicalHacker.
  11. Karawasa

    slow towers

    The truth is that they are all fairly equal. However, I will say that windstorm has a slight advantage. The damage is lower to compensate for the mobility, but the damage isn't why you build these towers in the first place.
  12. I just wanted to chirp in and say that I am heavily leaning towards %'s idea. I will elaborate on this further in an edit soon to come.
  13. Weird! The tower is getting replaced soon so it's a moot point. Thank you for reporting it though.
  14. Karawasa

    Soon...

    It's been a bit since anything has happened so I thought I would update you guys. Beta 2 is in the works and I hope to have it out within a reasonable amount of time (say a week). There will be a lot to look forward to!
  15. I'm just interested in hearing if your impressions have changed since toying with the beta more. Specifically, the image creeps. Though, I'm holding out hope that you've taken a liking to fast creeps more .
  16. You need to play version 4.1 or below. 4.1b and beyond are meant for WC3 1.24+.
  17. When Tidal/Tsunami cast "Douse" the level goes back down to one. When autocast is enabled, Douse automatically casts once you reach level 10. Autocast is enabled by default, to disable it just click the ability left of Douse.
  18. Karawasa

    4.3 BETA 1

    Do you have a replay? There is a 5 second fade cinematic at the start, are you aware of that? I can play just fine... Edit: I tried it with a computer player and you are absolutely right. After making a choice for the first dialog, the second one never comes up. I will release a new beta tonight or tomorrow to fix this. In the meantime, just play singleplayer...
  19. Revived in light of the new change in 4.3 Beta 1 in which Builders get "Weapons" by default. Implemented. Nice idea! Ditto!
  20. It has been awhile since you guys have had something to test. The stagnation is over, and 4.3 is here with some radical changes. The next beta will feature 4-5 new towers. Njoy! First: In order to play the beta, you must type -gophers before the first round spawns. If you do not do so, the game will end. Make sure to put to good use the -level, -gold, and -lumber commands. Second: The following things are no cause for concern: -Nothing! Third: Things to test: Fast and Image creeps...reaction?Builder Weapons...reaction?Ronald...reaction? Fourth: Here is the changelog: -Added a 5 second fade in cinematic with web address -Fast creeps now move at normal speed and speed up periodically instead (see below) -Added 6 abilities to the builder by default via items (see below), "Disable Weapons" mode removes them -Added new creep type "Image" (see below) -Ronald upgrade system tweaked (see below) -Shortened singleplayer dialog menu by eliminating multiplayer only options **Builder Weapons** -Builders have 600 mana with 1 mana per second regen, the six abilities are cast via items -Heal creeps in 500 AoE for 25% of max HP instantly, 300 mana cost -Give creeps max armor in 500 AoE for 5 seconds, 300 mana cost -Give creeps max speed in 500 AoE for 5 seconds, 300 mana cost -Steal 4% of target player's (builder) gold, 150 mana cost -Put target builder to sleep for 5 seconds, 150 mana cost -Instantly sell target tower (giving full refund), 150 mana cost **Image** -When this creep has full mana (15), it will spawn an image the next time it is damaged -Image lasts 5 seconds and takes normal damage, image doesn't leak or give gold -Levels 13, 23, 27, 38, 42, 51, 57 **Fast** -When this creep reaches full mana (3), it will burst for one second -Burst gives 100% increased move speed **Ronald** -Gains Undead at 75 killed -Gains Image at 200 Killed -Gains Healing at 350 Killed -Loses Image, Gains Mech at 500 killed Element TD 4.3 Beta 1.w3x
  21. Wait until 4.3...and your question is answered .
  22. Karawasa

    Hydro 3.0

    Yes, it should. Glad you like the idea .
  23. Karawasa

    Hydro 3.0

    Version 3.0: Each attack unleashes a subterranean projectile that travels toward the position of the creep (not the creep itself, i.e. not homing). The key here is that the projectile will be slow enough so that you have to aim the tower somewhat. When it reaches the position it comes up to ground level and explodes (makes the gushing effect like Hydro does now). It then deals damage to creeps in an AoE with creeps closer to the center taking more damage, i.e. an epicenter effect. No throwing creeps into the air.
  24. Karawasa

    To Do

    Updated 3/14/10. Edit: Reupdated!
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