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Everything posted by holepercent
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gg.. to improve, what about trying to spot some of the misplays in the replays and posting them in the guide?
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well and blacksmith will boost the attack speed/damage of all damage towers and their abilities, including the spell towers. all support (de)buffs of the same tower type get replaced by the last one casted. so if a nova tower casts after a supernova, the nova overrides the supernova..
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sample replays for the builds mentioned DWEF LWFE WFNE
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welcome to the fourms.. life tower is a popular build.. although there are so many other ways to complete the game. it is often easier to play a 4-element build. some of the easier ones include: DWEF played DEF (using gunpowder, magic, blacksmith, flamethrower) or EFW (blacksmith, hydro, flamethrower, zealot) with muck and corrosion support. LWFE using EFL (blacksmith, quark, electricity) together with gold and zealot, supported by windstorm and polar.
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next to consider: layout of creep summoning centre. -3-page layout, player clicks -element (composite, light, darkness, fire, water, earth, nature) -ability (normal, fast, undead, mech, image, healing) -number (15/30/45/60) in separate pages, next option displayed once player clicks, probably with the option to go back. costing of creeps and bounty (which gold plan).
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random idea: all players start with 100000 gold. player loses gold for each creep in the area. kill early! after a creep wave is defeated, player receives a gold bounty for the wave. player loses the game if negative gold after receiving the wave bounty. (must sell towers before the wave finishes, ending wave with positive gold to survive.) elementals and creep sending as per original.
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forum PM-ed 'em invitation to return and plans already.. now to convince them that this is a worthwhile project..
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to be more specific, when does the 45 seconds start from/reset? player A: receives 15 creeps from player B at 1:00 receives 15 creeps from player C at 1:30 receives 30 creeps from player D at 1:40 if player E tries to send 60 creeps at 1:50, are the creeps sent?. (this is past the 45 seconds from the first wave sent by player B.) when does the 45 seconds next reset? alternate plan might be maximum creeps in area. say a player can have a maximum of 200 creeps in area. once there are only 199 creeps in the area, the next wave can be sent. this gives players a window to deal with the creeps. (on the assumption if the player has that many creeps in the area, he is likely to leak.) or if the player has more than 250 creeps in his area, he loses the game.. (this stops players from playing too slowly, although it might result in a over-competitive game) might be possible for 2 players to cooperate and let creeps run between both of them, the defending player giving the 'sender' the gold for the creep through the entire path.. player 1 sends the creeps to player B. player B leaks the creeps, giving player A full gold. creep is sent back to player A. player B is now the 'sender'. player A leaks the creeps, giving player B full gold. the creep goes to player B again, who leaks it again, giving player A full gold. repeat.. although it is probably too difficult to micro towers away from the 'leak' creeps.. it might be possible that both players keep sending each other enough creeps to lock other creeps out, and let 2 sets of creeps (one set in each player's area) run between them, killing just enough creeps not to be reduced to 0 life while amassing gold...
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Time for an update?
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thoughts on re-assembling the full original 4.x design team (cisz, jolin012, holepercent, karawasa, kirby, lesher, sancdar, 13est, kaini, ____ ) for one more go for 4.3? featuring TW and a fully balanced set of creeps, towers and gameplay.. yes, some may have left the game for various reasons but it doesn't stop them from returning.. we'll have to convince them that development would be worth persuing and there is stuff in store for them. as a sort of finale before we probably move to other stuff? we are nearly there after more than 3 years in the works.. one last push shouldn't be too difficult. considering most left when nothing much was going on in development (due to removals from the pool..) it should be meaningful and interesting.. thoughts? kara? also to complete the beta leader's story..
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Wave analysis Return to main guide This guide provides a reference on when to prepare for elemental weaknesses and classifications. By Element This section would detail when you need to start preparing for elemental weakness. By Classification This section advises when to prepare for undead/mech/healing. By wave This section provides the guidelines on what element is best suited for the next 5 waves following each lumber. VOTE! your votes would determine if this guide goes online..
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vote in the poll! and post to add more comments..
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interesting: mixed diff for TW? lower armour (and bounty/income) for lower difficulties?
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look up the replays from the FDS (especially kirby's, could be in beta FDS though) for the $$$ openings (using a older wc3 version or evercraft/versionchanger).. the players use elemental arrows/cannons and extreme relocating.. no leaks.
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updated. discuss away!
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<-removed from the pool.. instead of removing stuff from the common pool, for this, you add stuff into your own pool. chance to see all towers get some use and perhaps some interesting combinations.. duals and triples would be drafted separately. each drafter picks 5 duals and 7 triples. you can only build the towers you drafted. you cannot build a triple unless you draft at least one of the duals that upgrade to that triple. for 2 players, no repeats would be allowed for 3/4/5 players, 2 sets would be drafted. all 15 duals/20 triples must be taken before the 2nd set commences. for 6/7/8 players, 3 sets would be drafted. all 15 duals/20 triples must be taken before the next set commences. no element draft is needed as the towers already determine the elements.
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it gives an elemental essence, the option to build a (extra) pure/periodic (in addition to the 2 free ones you get after wave 51 and 56.) . In fact, you can build the pure before it is killed. so if you have the gold, build the pure first..
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in singleplayer, all pick 4/5/6-ele builds are playable to ronalds at a decent competitive speed.. -random is harder but it's never meant that every game can be completed.. randOOms are part of the game. in multiplayer randOOm, it's about making the best of the set against other players. one possibility life tower is too 'strong' and lives are gained back as fast as they are lost. a decent impulse+tidal+well+nova+windstorm should be faster and put pressure on the slower life-tower based builds. or even good players are playing very easy.. playing ve against vh is definately not balanced but how to solve this? the vh player is usually unable to put any pressure on the ve player. the ve player has too much gold and requires so few towers. 4.3 is in the works, with some new towers and a new modes for greater player interaction..
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Revised build draft does every build need to be played? if not, which to test. to consider: image creeps - ST/splash balance? fast - long-range towers? support tower allocation. slots for new towers.
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Element TD 5.0 with 2 new elements, quad element towers, tower wars and multiplayer co-op team mode would be released shortly! Discuss away! DISCLAIMER: (this is a april fool's day joke, though some may be true.)
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Is the rest of the team removed from the pool?
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Let's all have another go with really random plays? after such a long break.. Post your sign-up here! For more information: The forum draft! Coverage of the forum draft series
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First, welcome to the forums.. That suggested build 'fails'.. it has 12 picks listed while you only have 11 lumber.. guess there's no d2?
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Open discussion: What is the optimal pick order for the 6-element build? At least the tier1 of all 6 elementals must be summoned. Post your suggested pick order, why you pick the elements in that order and what towers to put into play.
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this thread is still in game reports after so long (nearly 9 months since last post).. does this need to be restarted? in anticipation of all the new stuff.. to start planning the basic builds first? leaving space for new towers and strategy aganist the updated creeps..