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holepercent

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Posts posted by holepercent


  1. A build using hail, poison, pure water with trickery, muck and polar for support. This is not the best build, just one of the many ways you can approach this combination. 

     

     

     

    Elements:

    Light 1, water 1

    Dark 1

     

    The first 5 waves are played using elemental water and dark cannons until you have enough gold for a hail tower on wave 6.

     

    Water 2

     

    Earth waves are the major issue with this build and set up. Water towers (eventually upgraded to pure) are used to cover this elemental weakness.

     

    Dark 2

     

    Upgrade to poison 2, adding towers where necessary.

     

    Light 2

     

    Upgrade to trickery 2 and hail 2.

     

    Water 3

     

    Cover for earth waves.

     

    Dark 3

     

    Upgrade to poison 3.

     

    Light 3

     

    Upgrade to trickery 3.

     

    Earth 1

    Earth 2

     

    The ending towers are upgrading to pure water together with the support towers, muck and polar.

     

     


  2. In a online multiplayer game with random players, this can lead to long periods of dead time while everyone waits for the last player to deal with leaks. Depending on how the total game time is recorded, your speed bonus will be affected.

     

    This also relates to a long running discussion. Is your emeny in element td really the other players in the game or the wave itself? Is the game's long term direction better as a high score game or an interactive tower defense against human opponents?


  3. Back in wc3 or even sc2, most top players played same random where the aim was to flood the opponents with creeps to force leaks and eliminate them, not so much getting to boss. Boss wave was simply a means of determining a final winner if multiple players survived the rush. The game was more on how to best use whatever towers you had available. 

     

    The introduction of the leader boards gives players a visible "reward" to work towards. Players going for top scores will settle on the strongest combinations of towers very quickly with the ease of access to replays. The "ideal" balance is multiple builds being very close to power level rather than one strategy simply dominating (to hell with 203032).

     

    This also brings up a long-running debate: is element td better designed as a competitive player vs player tower defense or a player vs wave solo game?

     

    One aspect that used to be popular which the team hasn't pushed is forum challenges, typically imposing certain restrictions on towers and/or elements.


  4. You'll need to spend resources to unlock the upgrade for the elemental summoning centre to be upgraded into an orbital command.

     

    That aside, who will be the first player to succeed in defeating the challenge mode on insane difficulty?


  5. more than 4 players will result in massive lag and fps drop. the current engine isn't designed for that many units/objects on the map at the same time.

     

    dota2 already allows you to watch any game unless you want other observers to hear a official caster.


  6. (guide to follow shortly)

     

    The core of this build is quake, flame and moss, with blacksmith, nova and enchantment as the support towers.

     

    The starting towers

     

    Elements: Fire-Nature-Earth-Fire-Earth

     

    Mid-game

     

    Elements: Nature-Fire-Earth-Nature

     

    Pure tower selection

     

    Elements: Light-Light

     

    Replay


  7. There is one of sorts  already live but hasn't received much attention yet: link.

     

    More likely than not, any build with restrictions will not match the top build for score. Forum challenges will be launched soon but don't expect a separate leader board.


  8. Welcome to the Forum Draft Series!

     

    Old school players might remember this series which led to some of the very best matches and some really over the top builds the game has seen.

     

    The concept is simple. 2 players take turns to ban any two towers, then pick 5 duals each, ban a triple and finally pick 7 triples each that he/she would be allowed to build. You cannot pick a tower which your opponent has already chosen. All picks are in pairs with the exception of the first and last pick.

     

    The towers you select are the only ones you can build in the game. Triples must be upgraded from one of the duals you have selected. There is no restrictions on elements. You are allowed to pick a tower you cannot build just to deny your opponent that tower. 

     

    The draft would run as follows:

     

    Player A bans any one towers

     

    Player B bans any two towers

    Player A bans any one tower

     

    Player A Dual #1

    Player B Dual #1

    Player B Dual #2

    Player A Dual #2

    Player A Dual #3

    Player B Dual #3

    Player B Dual #4

    Player A Dual #4

    Player A Dual #5

    Player B Dual #5

     

    Player B bans a Triple

    Player A bans a Triple

     

     

    Player A Triple #1

    Player B Triple #1

    Player B Triple #2

    Player A Triple #2

    Player A Triple #3

    Player B Triple #3

    Player B Triple #4

    Player A Triple #4

    Player A Triple #5

    Player B Triple #5

    Player B Triple #6

    Player A Triple #6

    Player A Triple #7

    Player B Triple #7

     

    For clarification of the rules, post in this thread or ask in IRC.

     

    Game settings will be insane difficulty with no additional modes.

     

    Once ready, post your steam ID and time available online to play in this thread. For pre-season, this will be open challenge. If another player is available and willing to be online to play the match, you are welcome to post your challenge. Once accepted, the draft host will create a new thread to start the actual draft. When the draft is complete, both players can agree to take a few days to plan the build before meeting online for the duel. The winner of each match is the player with the higher score. If you can, post the match ID and a screen capture of the victory screen after the game is complete. If your opponent agrees, feel free to play 3 or 5 games with the same set of towers.


  9. old school element TD used to be skilled players trying to rush each other out by clearing the wave faster and flooding the opponents in same-random. The hunt was a forum challenge which most will play in single player for the best score.


  10. Welcome to the series, where holepercent (tries to) complete the game with every possible combination of 4 elements. The builds presented are by no means optimised for top scores but are more to give you, the player, ideas on how to approach any specific 4-element build. This thread will provide the full listing of the entire series. Post your requests for any particular combination here!

     

    Game #1: LWFN

    Game #2: LWFE

    Game #3: LFNE

    Game #4: LDWF

    Game #5: LDFN

    Game #6: DFNE

    Game #7: DWFE

    Game #8: LDWE

    Game #9: LDNE

    Game #10:

    Game #11:

    Game #12:

    Game #13:

    Game #14:

    Game #15:

     

     

     


  11. The leader board and scoring system has some issues that need to be addressed. Rush mode itself is probably poorly designed and forces players into specific strategies. 

    Some towers will need some re-balancing. There will be towers that do well in the early-mid game but are less effective or efficient for the end game.

     

    In a stable build, there will be multiple viable strategies for a top score and it would come down to player execution of said strategy of choice.


  12. Welcome to the series, where holepercent (tries to) complete the game with every possible combination of 4 elements. The builds presented are by no means optimised for top scores but are more to give you, the player, ideas on how to approach any specific 4-element build.

     

    The second build replaces nature with earth. This build is very reasonable to complete, featuring the current flavor of the moment - haste/blitz tower supported by blacksmith, windstorm and polar. Gold towers do not feature as this build is relatively fast and gold towers have less opportunity to get the last hits.

     

    Replay

     

    Approximate build order:

    (water,fire), earth, water, fire, earth, light, light, water, fire, earth

    1 vapor
    7 hydro
    8 haste
    10 mist
    12 haste #2
    14 forge
    16 blitz
    18 windstorm
    19 blitz #2
    21 mist #2
    22 glacial
    23 blitz
    25 pure water
    26 steam X2, monsoon tower #2
    27 mist tower x2
    28 forge x2, pure water


  13. we used to have the mode in sc2. It's interesting for 2 friends to play in the same area but it can get REALLY frustrating playing with randoms who don't know or refuse to sell arrow tower taking up important spots in the mid-late game.

     

    that said, this might be one of the additions down the road after the map is more stable.


  14. Welcome to the series, where holepercent (tries to) complete the game with every possible combination of 4 elements. The builds presented are by no means optimised for top scores but are more to give you, the player, ideas on how to approach any specific 4-element build.

     

    Without further ado, here is the first build featuring the elements light, water, fire and nature. Back in the wc3 days, nova/windstorm/tidal/celerity was one of the strongest and arguably easiest builds to play to complete the game, with 2 aoe slow towers and strong splash available.

     

    Here, the build is still strong but has some fundamental differences due to a re-design of tidal tower. What used to be a splash tower with an ability that had to be charged up is now a tower that has diminishing aoe with every attack. With waterfall towers, the tower reaches single-target at a much faster speed. Hence, the approach is to play this as a dominant single target build, with the aoe slows used to give velocity towers more firing time at greater distances. The main damage towers are tidal and velocity.

     

    Replay

     

    Approximate build order:

    (Fire,Water),Light, Nature, Nature, Water, Fire, Light, Nature, Water, Fire. 

    1 vapor
    4 ice
    8 tidal
    9 flame
    12 impulse
    13 spring
    16 velocity
    18* velocity #2
    19 tsunami
    20 spring #2
    22 monsoon
    23 supernova
    25 waterfall X2, pure nature
    27 velocity X2
    28 pure water
     

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