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Everything posted by holepercent
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there are 4 slow towers in the game: roots, muck, nova and windstorm. each tower slows by the same %, although the placement differs by which tower(s) are used and build setup. in the 6-ele build, build one of each..
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so what direction is this headed in now? what aspects do we still need to work out?
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on a side note.. can you target yourself? there can be tactical uses for casting some of the 'offensive' spells on yourself.
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it is very possible to start ronald with 50 lives (largely doable in VH if played well)..
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$$DFEEFDEFD (magic, flamethrower, blacksmith) should be successful... as well as $$EFWEFWEFW (blacksmith, hydro, zealot) and any easy 4-element build..
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as mentioned, there is no way to beat ronald. either you are defeated, you give up or your computer gives up. besides, just play very hard (or normal) difficulty. there is a sample replay on how to play any 4-element, 5-element, 6-element build and ideas on random mode somewhere in the forums. watch all of them, improve on them and play your build..
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the thing is the (wc3) player base is also getting smaller.. there are less players now. most of the leads are already gone.. used to run on average 3 -vhsrcmsm games daily a year ago but not anymore, played largely by rushing everyone out of play (playing at VII, switching elemental damage every wave).. hardly anyone got beyond 15 waves. have not played a game since finishing the last replay for series. There used to be a organised way to play solo competitively where the focus was on playing well instead of rushing opponents. It was about interest abuse and the interesting builds players came up with. It's still running except there are no committed players now.. at least 4.3 has tower wars planned, bringing a new way to play.. more importantly, eletd has to move away from wc3 to other platforms.. perhaps sc2 or browser games..
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Back to the first post. updates: -choice of bonus gold on creeps sent or extra pure for defeating a player -max creep + time buffer (no more than 60 creeps every 30 sec)
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version 2.1 updated. system change to getting new elementals and upgrading of existing ones. -to receive a new element, you have to defeat a player or at least ensure that player leaks.
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condensed version 2.0 (combination of both concepts) Overall concept 8-player FFA, fog on. The key concept is to encourage interactivity. There must be strong incentives to send creeps and not play tower defence. Interest and gold There would be no interest. With interest, players have no incentive to send creeps as everyone would not build anything or send creeps and just farm the interest. There would only be one way to earn gold. You receive gold based on the the time the creeps you send stay alive. Creeps and Elementals You receive 2 random tier 1 elementals at the start of the game. You can send creeps of the elements you have. Once you send a player creeps, no other player can send creeps to that player until 20sec has passed. Non-elemental creeps become available when a player has all 6 elementals. If the defending player leaks, you receive one of that player's elements. You receive tier 2/3 of any elemental after sending 200/400 creeps of that element. With tier1 of the element, you can send fast creeps of that element. With tier2, you can send fast and mechanical creeps of that element. With tier3, you can send fast, mech, healing and undead creeps of that element. If an opponent leaks the creeps you send, they are sent back to you (with no delay). That player loses lives for the leaks and you gain that many lives. issues with system how to reduce cash cows and effects on game (player sends creeps to a weak player, gains plenty of gold but does not actually defeat the player) incentives to really defeat a player the element you gain does not help your defense, with no option to gain the elemental that you really need.
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just as a aid to all.. post the voting order, duration and number of votes per player for each phase how to resolve ties and no-votes
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don't play -ar. play -sr. that way, you can see what other players did better. every game is going to be different. just practice, get to know the common tower combinations, what works and what doesn't.. you might get some ideas from these replays generally, keep the support towers in most of the time and build 200% damage towers. if not, the strategy should be to reduce leaks by manaully targeting creeps to kill them. It is always better to kill a few than leave every creep at 50% hp. in all random modes, do not expect to complete every game. even the best players complete at best 10% of all games started..
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version 1.0 added overall concept, Interest and gold, creeps and elementals. to consider: gold for both towers and creep sending? or mana for creep sending and gold for towers only? balancing creep sending and building a defence --- both use the same resource? or 2 different resources? incentives and costs of attacking. must promote attacking for benefit. how to prevent silence (competition over limited resources? if so, what resources? or go into regular TD mode?) game ideally support both aggresive attackers and highly defensive players, although attacking should be favoured over defence.
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you'll need latest patch to play 4.2c. older wc3 versions would have to play 4.1b?..
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Guide reorganised to hopefully make it easier to find a certain build or similar builds. Post any build requests you have here!
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first, welcome to the forums. review some of the replays on the forums, read up on the strategy and post one of your own replays for advice.. drowning towers do work on ronald but the chance is pretty low due to the high hp of ronalds. generally, in most cases, single target towers are stronger against ronald as ronalds tend to spread out over the area. with heavy slowing, there would be a main clump of ronalds and several individual ones around the area. it really depends on how your defence is set up. if you have enough gold to cover the entire map with towers, even tier1 voodoo+polar is a strong support combination, with pures/periodics, zealot/laser/quark and others to do the damage.
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pick one of those classified easy in the guide then ask for that build guide. generally, you only need one of each support triple and a well/blacksmith for every 4 damage towers. for element order, try to pick in such a way that you can use the 200% damage element against the elemental. Unless you summon the tier2 elemental at wave 20 or earlier! (which is almost certainly a very bad choice) without the strong element, it is unlikely it cannot be killed. There would be some builds which may have problems with the tier3s due to lack of strong single-target towers.
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Thanks for the suggestion.. there is now a list of common terms used in the game in the guide.
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-range xxx as a command allows one to use a basic arrow tower to determine the area covered by the range.. although probably a button on each tower would be useful to have too. playing with elemental arrows up to wave 30 takes a lot of micro, is difficult to do well, only works in single player and is probably too slow for multiplayer. It is largely a FDS thing, where only the best micro players are able to pull off the $$$ opening..
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any 4/5/6-element can complete VH.. guide has all the replays. while played in xsm, the first 25-30 waves can be played using elemental arrows/cannons. farming the interest should give you at least the gold for the starting build. takes good micro but very doable as proven in the FDS. Modify the build accordingly if you add interest. as a note, guide replays are far from optimum. They are just a guide to show possibilities. Watch the replay, find the weakness and modify accordingly.
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May the year of the tiger bring good fortune to all! Happy lunar new year!
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In the great ronald hunt which is not exactly updated, the rules were VH, play all 60 waves. There were separate categories for pick and random, chaos and non-chaos. if you can complete extreme mode, just post the replay..
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enjoy these replays too! pick up some of the strategy to improve your game.. played in -vhsrcmsm eletd_4.0_258_60.w3g eletd_4.0_260_58.w3g
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What about posting a replay for more specific advice and tips?
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Some interesting ideas there.. It has been agreed that no stuns would be in the game, leaving the game with the 4 aoe slow towers. A tower that makes a corpse explode for damage was in the game at one point and removed as it was difficult? to balance. Creep classifications: (this is already in the game) Fast: Creeps move 25% faster. They move at 375 speed instead of 300 speed. Healing: Creeps will heal each unit within a 250 AoE for 20% of its max HP upon death. Mechanical: Creeps activate an invulnerability field every 12 seconds. The field lasts 3 seconds. Undead: Creeps revive 5 seconds after death with 33% HP. Every creep revives once. Most creeps have elemental armour, taking 200% damage from one element, 50% from one element and 100% from the rest with some composite waves taking 80% damage from all towers.