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Everything posted by holepercent
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same. spammed tidals at VII, V and I and no crash.. did you -random and summon extra elementals before that?
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the t2 and t3 quark tower texttag shows the same damage as the t1 quark tower texttag.. but deals the correct damage to the creeps..
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i still have mine... sure using the correct nick?
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Forum draft or draft pick? Anyway, all interested drafters, post your nick and time(s) online, including timezone (UTC +/-) here.. decide later whether the draft can be live or stick to forum draft. after all, we have the mode working now..
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There is official guide contest coming up (hosted by cisz), winner receiving a mousepad from karawasa..
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Ready to challenge the elements and the restrictions? Then this custom tournament is for you! A draft would determine the towers that are removed and the elementals allowed for the match. You then have 7 days to play out the game, single player, as many attempts as you want and submit your best replay to the draft host. Try different builds and discover something you never knew about the game! Don't wait. Sign up now! Winner receives a custom Element TD mouspad from Karawasa. <insert link> 1. Prerequisites 1.1 Having a forum account at forums.eletd.com is a must. Registration for forum account is free and can be done immediately. All information, registration and the draft itself would be posted there. 2. About the draft format 2.1 The pool consists of arrow towers (and its upgrades), cannon towers (and its upgrades), the 6 single element towers (and their upgrades), the 15 dual-element towers (and their upgrades), the 20 triple-element towers (and their upgrades), periodic tower of the elements as well as all the elementals, extra investments and pure essences which can be summoned from the summoning centre. 2.2 The draft consists of 3 phases, the tower removal phase, element draft phase and the gameplay. 2.3 Tower removal phase: 5 dual-element towers and 7 triple-element towers are voted to be removed from the pool. 2.4 Element draft phase: The elementals that can be summoned are drafted. 2.5 Gameplay: The drafters would then play the game with the restrictions in place. 3. Tower removal phase 3.1 There is no order for this phase. Drafter may post their votes once they have decided on their removals. 3.2 Each drafter votes a dual-element tower of his choice for removal. You are allowed to vote for a dual-element tower that has been voted for removal by another drafter. 5 dual-element towers would be removed. If there are less than 5 drafters, draft host randomly removes dual-element towers to remove 5 in total. If there are more than 5 drafters, draft host randomly removes 5 from the dual-element towers voted. 3.3 Each drafter votes 3 unique triple-element towers to be removed from the pool. You are allowed to vote for a triple-element tower that has been voted for removal by another drafter. 7 triple-element towers with most votes are removed from the pool. Ties would be resolved through random removals by draft host. 3.4 Dual-element towers removed from the pool cannot be built, not even as intermediates to triple-element towers. Triple-element towers removed from the pool cannot be built. 4. Element Draft phase 4.1 The order for this phase would be posted by the draft host. 4.2 Each drafter, on his turn, picks an element / extra investment / pure essence to add to the pool. When you specify a pick, add some comments to it. Each element can be voted a maximun of three times. Extra investment and pure essence can be voted a maximum of three times. 4.3 At the end of the phrase, the picks are combined by the draft host. The number of votes for each element would be the maximum tier that element can be summoned. 4.4 The order is decided by the drafters in game but only those in the pool can be summoned. 5. Gameplay phase 5.1 The final rules and scoring would be posted by the draft host after the number of drafters is confirmed. 5.2 Drafters then proceed to play a single-player game with the restrictions. Game mode is: VH pick, non-chaos, non-(extra) short, non-extreme. No other modes to be added. 5.3 Once satisfied with replay, attach your replay via forum PM to the draft host and the draft host only. DO NOT POST YOUR REPLAYS ANYWHERE. 5.4 Drafters may submit their replay anytime and replace it with another replay until the draft closes and last call for replays has been made. 6. Scoring and winning replay 6.1 To be decided once the number of players is confirmed. 6.2 Building of removed towers/summoning of elementals not drafted will result in the replay being disqualified 6.3 Any instances of bug abuse, known or unknown beforehand and the use of cheats will result in replay being disqualified. Draft host's decision is final. 6.4 Replays would be judged on number of leaks, time taken up to wave 60 (ronalds not included), networth and ronalds killed. Draft host's decision is final. 6.5 The winner wins a custom Element TD mousepad ! (sponsored by Karawasa)
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It was discussed in the irc, for tower v hero, single target towers would always win. And how much damage and hp the hero has? A teleporting 'flesh golem/quark tower(of betas past)' in the opponent's area? The player still has to deal with the wave though. Something like against elementals. Hero is expected to be stronger than the average tower, but at the same time, with creep stealing, the hero must balance with the towers and both have a somewhat 'equal' chance of taking creep kills. The player has to choose between hero and builder at any instance. Player can only switch between hero and builder in his own area. The player must change to hero in his own area before teleporting to opponent's area and cannot change to builder once in opponent's area.
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Look through the replay and see what waves those leaks were on (apart from wave 60) and what both waves have in common. and golem has a teleport ability, which was not used. your golem was 'stuck' there when you could teleport it. for a real ronald hunt, you'll most likely have to play all 60 waves, starting with $$ for first 2 lumber, if not using gold towers.
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2 drafters needed to start.. Anyone up for the draft?
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Placeholder for now. (values are semi-random) Offensive spells (kill opponent's creeps) Strike a target creep/hero for 1000/5000/25000 damage. Hits 4/8/12 creeps for 400/1600/6400 damage Defensive spells (help your own towers) Target creep takes extra damage based on distance travelled. Send a creep (250 aoe) back on the path. Plant a mine that explodes when creep enters range, dealing aoe damage. Plant a mine that stuns all creeps in 250 aoe when a creep enters range for 1/2/4 seconds. Dispel all buffs on target tower. Burns creeps for 50/200/400 damage per second in 250 aoe for 4/8/12 seconds. Change target's tower elemental damage type to another elemental damage type of your choice for 15/30/60 seconds. Change target (250 aoe) creeps elemental armour to another elemental armour randomly for 10/20/30 seconds. Target player gains 2 lives. 480/360/240 sec cooldown. Disruption spells (disrupt opponent's play) Reduce a target tower's attack speed by 5/10/40%. Reduce a target tower's attack damage by 5/10/40%. Target tower cannot attack for 2/4/6 seconds. Increase target (250 aoe) creep's movement speed by 25/50/100. Increase target (250 aoe) creep's armour by 3/6/9. Steal 1/2/4% of target player's unspent gold. Force sell target tower with 100% refund, cooldown of 240sec/180sec/120sec. Put target builder to sleep for 3/5/7 sec. That builder cannot build towers.
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You may not want to play at that placement as it is fast and more for experienced players.. start with building your towers at the middle of the right ledge, otherwise known as VI. the numpad system (looking for the diagram) is something like superimposing the buildable area on your numpad (the right side of a standard keyboard, where the numbers are.). the buildable area between the creep entrance and exit is labelled /.
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Remote bomb - cast a spell on a creep, the creep has a detonate button, controlled by the player, once detonated, deals aoe damage around the creep. alternate is the detonate button is on the tower, detonate all bombs cast by the specific tower.
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True but where to add this? wordy tooltips are not exactly friendly to read for players, with little time available before building/upgrading.. players just upgrade to the highest available upgrade usually (in rnd). suppose the loadscreen could do with some brief intro to the overall game concepts.. but there is no space there as well..
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Interactivity for both. the forums have the shoutbox. main site too? build generator - click the elements, the output is the towers that can be built and their elemental damage types. (interactive build list) forum highlights - recent threads in the forums. forum guides - links to the key guides in the forums. (rather than placing the guide in the main site directly where the original editor cannot make changes)
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Not bad. 3-element NEF for opening, ending with WW.. Ronald hunting with non-dedicated hunting builds in VH is quite difficult, slow play and aggressive interest farming is more or less necessary. Do you know the numpad placement for towers and the elemental damage system? Things to improve on would be overall tower placement. Your towers are mostly at VIII and V. VIII is not a very good place for towers as it is slow, where in multiplayer, very likely to have to handle 2 waves at the same time. For experienced players, most play at IV and V. For a slower placement, consider VI / III although long-pass towers would be 'seperated' from the defense at possibly V / I. Quakers belong to a long pass placement, such as VII, V or I. You do not have a cover for fire waves. Mushroom deals nature damage, which is weak against fire. In the replay, the early tier2 and tier3 helps cover this weakness. You would need a another tower that deals another elemental damage.
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Come to think of it, it is something that players do want to know quite often.. so yes, the duration needs to be increased..
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By difficulty (to complete): Easy: LFNE DWFN LDEF LEFW DNEW LDWFNE LWFNE LDWFE LFNW Normal: LDWNF LDFNE DWEF LWFD DNEF LWNE LDWNE DWFNE Hard: LFND LDWN WFNE DNEL DWEL (replay not in series, this is one of the hardest) Builds remaining: none! (apart from replaying the older replays)
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All 4-element, 5-element and 6-element can complete the game. Some are definately easier than the others. and observe the forum rules on uploading.. place the map in the correct folder and have the correct filename. most hate to rename and move their map files around.
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Most builds work in easy difficulty.. 4.1 is more or less balanced so any build played well can succeed (in VH).. some are definately easier to play, like LWFN (nova, windstorm, tidal, impulse, well). DEF (magic, gunpowder, blacksmith, flamethrower) is also very easy (there are quite a number of replays for this build in the forums) Example builds
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The draft host looks around for drafters...
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Forums have been almost quiet these days.. we need some activity..
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Time to revive the series.. anyone for FDS #8?
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Difficulty? Hall of Fame-The Great Ronald Hunt 12000 ronalds Fanatic Ronald hunting
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Introduction Return to main guide This guide would cover all the 4-element builds with roots and/or muck towers. There are 2 builds with roots tower only, 2 builds with muck tower only and one with both slows. Overall strategy for the set The focus here is more on the DEF cycle of towers. Individual build notes DNEF Duals: magic,disease,gunpowder,flame,blacksmith,mushroom Triples: voodoo,flamethrower,roots,quaker Go for the balanced DEF cycle, with magic, blacksmith, gunpowder and flamethrower as the towers. Add roots and voodoo for the support. DNEL Duals: disease,gunpowder,trickery,mushroom,life,quark Triples: roots,oblivion,laser,enchantment This build is a little difficult to balance the elemental damage, with the better towers in light and earth. Earth waves tend to be leaked. Enchantment and roots (as support towers) do provide some cover against the earth waves. Probably LDE, with trickery, quark, gunpowder and laser as the towers, supported by roots and enchantment. DWEF Duals: poison,gunpowder,magic,hydro,vapour,blacksmith Triples: muck,corrosion,flamethrower,zealot One of the easier builds to complete. This can be played DEF (using gunpowder, magic, blacksmith, flamethrower) or EFW (blacksmith, hydro, flamethrower, zealot) with muck and corrosion support. DWEL Duals: poison,gunpowder,trickery,hydro,ice,quark Triples: muck,hail,laser,polar One of the most difficult? due to elemental damage, with both damage and support towers mostly dealing light and earth damage. Poison is the only tower for cover. Probably LDW (trickery, ice, poison) with hail/laser. Polar and muck support. DNEW Duals: disease,gunpowder,poison,mushroom,well,hydro Triples: roots,drowning,muck,flesh golem Double aoe slows here, although no splash triple. The better choice might be WNE (well, hydro), together with drowning and golem. Replays played in VH xsm pick unless otherwise stated eletd_4.0_215_DWEF_61_8lives.w3g eletd_4.0_222_DFNE_61_12lives.w3g eletd_4.0_247_DNWE_29lives.w3g eletd_4.0_253_DNEL_61_2lives.w3g eletd_4.0_266_DEFW_61_4lives.w3g eletd_4.0_271_DFNE_61_9lives.w3g