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holepercent

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Everything posted by holepercent

  1. welcome to the forums.. read up on strategy, view replays by others and post your own replays for review and get advise! know your towers well and how to place them correctly..
  2. the option to restrict difficulties should come before players start picking their difficulty.. players wouldn't have to pick difficulty twice which can lead to some confusion.. and yes. this would also help to make games more fair for the league bot.. that host can restrict ve rushing while not forcing all vh.
  3. i'll be playing the 5-ele build set.. and test some slow/st issues .. since 4-ele builds are almost assumed to be solvable..
  4. Elemental damage list without support towers included DNEF dark - magic/disease nature - mushroom earth - gunpowder/quaker fire - flame/flamethrower DNEL dark - disease/oblivion nature - mushroom/life earth - gunpowder/quark light - laser DWEF dark - magic water - psn/hydro earth - gunpowder fire - kindle/flamethrower/zealot DWEL dark - water - psn/hydro earth - gp/quark light - hail/laser/ice DNEW dark - disease nature - mushroom/golem earth - gp water - psn/drowning/hydro LFNE light - electr fire - flame nature - life/mushroom earth - gold/quaker/quark LFND light - electr fire - flame nature - life dark - magic/disease/jinx/oblivion LWFE light - electr/ice water - hydro fire - kindle/zealot earth - gold/quark LWFD light - electr/hail/ice water - psn fire - kindle dark - magic/jinx LFNW light - electr/ice fire - kindle/flame nature - life/impulse water - tidal LDFE light - electr/laser dark - magic/jinx earth - gp/gold/quark fire - flamethrower LDWN light - hail/ice dark - disease/oblivion water - psn/tidal/drowning nature - life LWNE light - ice water - tidal/hydro nature - life/mushroom/golem earth - quark DWFN dark - magic/disease water - psn/drowning fire - kindle/flame nature - impulse WFNE water - hydro fire - kindle/flame/zealot nature - mushroom/impulse/golem earth - quaker
  5. b18b proposed Currently: (elemental damage type) light (trickery/electricity/hail/laser/nova/ice) dark (magic/disease/oblivion/jinx/voodoo) water (poison/well/tidal/drowning/windstorm/hydro) fire (kindle/blacksmith/flame/flamethrower/zealot/corrosion) nature (life/mushroom/impulse/golem/enchantment/roots) earth (gunpowder/gold/quaker/polar/muck/quark) DNEF dark - magic/disease/voodoo nature - mushroom/roots earth - gunpowder/quaker fire - flame/smith/flamethrower DNEL dark - disease/oblivion nature - mushroom/life/roots/enchantment earth - gunpowder/quark light - trickery/laser DWEF dark - magic water - psn/hydro earth - gunpowder/muck fire - kindle/smith/corrosion/flamethrower/zealot DWEL dark - water - psn/hydro earth - gp/polar/muck/quark light - trickery/hail/laser/ice DNEW dark - disease nature - mushroom/roots/golem earth - gp/muck water - psn/well/drowning/hydro LFNE light - electr/quark/nova fire - flame/smith nature - life/mushroom/enchant earth - gold/quaker LFND light - electr/trickery/nova fire - flame nature - life dark - magic/disease/jinx/oblivion/voodoo LWFE light - electr/ice water - windstorm fire - kindle/smith/zealot earth - hydro/polar/gold/quark LWFD light - electr/trickery/hail/ice water - psn/windstorm fire - kindle/corrosion dark - magic/jinx LFNW light - electr/nova/ice fire - kindle/flame nature - life/impulse water - well/windstorm/tidal LDFE light - trickery/electr/laser dark - magic/jinx earth - gp/gold/quark fire - smith/flamethrower LDWN light - trickery/hail/ice dark - disease/oblivion water - psn/well/tidal/drowning nature - life LWNE light - ice water - well/tidal nature - life/mushroom/enchantment/golem earth - hydro/polar/quark DWFN dark - magic/disease/voodoo water - psn/well/drowning fire - kindle/flame/corrosion nature - impulse WFNE water - well fire - kindle/flame/smith/zealot nature - mushroom/impulse/golem earth - hydro/quaker
  6. play very hard extreme, random. chaos with no short mode and complete the game.. which position do you set up your defence? most of us play at IV V numpad position.. pick or random? anyway.. completing vh takes some skill.. more if random mode.. play bnet? maybe play against one of the beta leads bnet northend someday?
  7. The draft host allows you to change..
  8. Oblivion, gold and drowning have all been voted for removal in previous drafts.. quite common removals as well..
  9. holepercent

    LDWN

    it'll be easier to advise accordingly if you do attach the replay..
  10. LET THE DRAFT BEGIN! http://www.eletd.com/forum/viewtopic.php?f...&p=11782#p11782
  11. THE FORUM DRAFT #4! This will be the thread for the forum draft and uploading of replays... for information on how the draft works, refer to the draft mode. Discussion of the mode is to be done in that thread. This thread is only for the drafters and hosts. Tower removal phrase opens immediately.
  12. One thing about xsm is whether is it possible to survive to your opening build if you have to play from wave 1. that replay is faster than my average build project replay. play against lesher's hydro replay? Or maybe pures are too cheap gold-wise rather than being overpowered, thus players having the gold to rush and build pures before wave 40-50? in build project i had gold for 3 pures in the endgame.. how does the dps/g for pures compare to the strong duals and triples?
  13. i never though hydro was actually that strong.. again, is this only possible with hydro? tried ice/poison/electricity or other duals? to the earlier question of whether all the towers in the group, in this case damage duals, are too strong or is it really a tower balance issue where one dual is way stronger than the rest of the group... the tier3 support duals are strong. in fact almost all build project replays use the tier3 well or smith where available. and probably i'll do tier3 trickery set soon..
  14. To all drafters: some time to test b18 first with considerable balance changes implemented? or i call the draft now?
  15. decided to try for fun.. completed but not a nice game.. leaked badly.. feels weird playing 4.0pb again.. with all the changed costs and towers in the private betas.. eletd_pbeta_184_61_14ronalds.w3g
  16. holepercent

    Advice needed

    wave 21 - roots belong to a 2-pass placement generally (know what is long pass and 2-pass?) wave 22 - poison at 2-pass placement as well.. generally, most towers belong to 2-pass placement. only nova, quaker, kindle and long-range towers belong to the long pass V. wave 26 - again, muck tower at 2-pass placement. the roots and muck up to 32 is pretty much overkill.. wave 48 - use splash towers against undead.. and no well towers throughout? Well is one of the best support towers in the game.. After wave 30, elemental arrows and amplified towers are almost useless (in VH).. make more use of the duals.. try playing in normal difficulty. http://www.eletd.com/forum/download/file.php?id=422
  17. lol.. it's only #4.. so the drafters for #4 would be: kirby, dev1, kaini, lesher.. draft opens tomorrow if no further signups...
  18. As usual the draft awaits a 4th player.. lol!
  19. holepercent

    Advice needed

    wave 9 (undead) - use cannons. aoe damage against undead waves. wave 15 (elemental) - use nature to catch the earth elemental. it deals 200% damage. wave 20 (earth mech) - you have nature.. why use earth? wave 20 (elemental) - earth towers to catch nature elemental? that deals 50% damage. wave 28 (nature healing) - Again, 50% damage. wave 32 (composite mech) - life towers aren't really the best choice here.. not encouraged in multiplayer. yes, it gave you a buffer in terms of lives. it wouldn't work well in VH difficulty. wave 33- tidal. not a bad tower but not the best choice. it isn't as good without slow. wave 36 (light mech) - too early for polar towers. you don't really have enough damage yet. wave 38 - polar tower is a support tower. not a damage tower. you need more damage towers here. wave 40 - i haven't seen you use the ability of tidal up to here. it has a strong aoe attack which charges up with every attack and you can release it to deal a large damage around the tower itself. wave 43 - much better choice with the nova, quakers and zealots. wave 46 - now with all 6 elements, get all the slows, corrosion and voodoo. which you did. you defense is too spaced out.. most towers do not benefit from the armour reduction from corrosion. wave 51 - no well towers at all? periodic is the bomb.. wave 56 - no voodoo tower? essentially having all 6 element almost guarantees a completed game in 4.0pb. you do need to learn the elemental damage system though. not too bad an attempt overall. light - 200% to darkness, 50% to earth (trickery/electricity/quantum/hail/laser/nova) dark - 200% to water, 50% to light (poison/magic/disease/oblivion/jinx/muck) water - 200% to fire, 50% to darkness (well/Ice/tidal/drowning/windstorm) fire - 200% to nature, 50% to water (blacksmith/flame/flamethrower/zealot/voodoo/corrosion) nature - 200% to earth, 50% to fire (life/mushroom/impulse/golem/enchantment/roots) earth - 200% to light, 50% to nature (gunpowder/hydro/gold/quaker/polar) non-elemental - 100% to all (kindle) fast - creeps move faster undead- when killed, revives with 1/3 health mechnical - becomes invulnerable when mana hits 12 for 1.5sec healing - regains hp
  20. holepercent

    Advice needed

    welcome to the game and the forums.. replay analysis to follow later. for beginners, interest farming isn't really necessary in lower difficulties.. read up cisz's tower placement guide here. some of the information is not relevant for 4.0 but the concepts remain.. also know the elemental damage system well.. you can do either pick or random.. pb pick do the 6-element build. all support towers, quaker and zealot for damage, end with periodic.. that's the strongest build. random is fun and more interesting but you will get stuck with some randoms.. there are some randoms that are unplayable even for the best players.. it is not unusual if you fail to complete most games.. ( i learnt by random. the only time i ever picked was for build project..)
  21. i've reported gunpowder destroying towers under construction somewhere.. trickery lag haven't seen yet.. but having that many laser towers in play can cause lag as well..
  22. if i'm not wrong, #3 had zealot removed. single element towers, damage duals, support duals, damage triples, support triples, pures and periodics as the groups. it is possible actually that all damage triples or any other group are overpowered with respect to the creep hp as previously discussed. mostly the more familiar and frequently used towers have been tested and replay in this thread. so which damage triple is actually balanced now? the strategy now is to micro balance each group to the same level without considering the strength of another group and the overall game. if all towers kill too fast it can be disregarded at this point. after that, macro balance the groups to each other without considering the creep hp. all towers in the group can be buffed or nerfed by an equal percentage. then finally balance the overall tower balance to the creep hp. can be done by adjusting the overall tower balance, changing the creep hp growth rate, buff healing, fast, mechanical.. support towers should be support. they should not be main damage sources.. basically, players should not be able to complete the game with support towers as damage sources. the game can be completed with only damage towers. building support towers with the damage towers makes it easier to complete. there should always be more damage towers than support towers in play in almost all builds and games.. hm.. think i'm off-topic now.. this should go into build project instead..
  23. We're seeing a strong increase in new users recently.. probably anticipating the november 4.0 release?
  24. Preliminary Macro summary Roots: DNEF DNEL Muck: DWEF DWEL Nova: LFNE LFND Windstorm: LWFE LWFD Roots and muck: DNEW LDWNE DWFNE Nova and windstorm: LFNW LDWFN LWFNE Windstorm and muck: LDWFE Nova and roots: LDFNE roots and muck and nova and winstorm: LDWFNE Non-slowing: LDWN LDFE LWNE DWFN WFNE Overall: All 15 4-ele builds have been solved in some way. replays in the project.. While solved, some builds are probably too slow in a competitive multiplayer game. A note is that most builds are far from optimised, not the 'best' build. i overbuilt in most of the games when i could have built less towers in the midgame and had extra gold for some problematic waves and the endgame. 5-ele builds should be solvable. ( is it necessary for me to play all 6? ) 6-ele build should be solvable although periodic no longer guarantees a completed game. Support triples are weaker and are more or less supporters and not secondary damage towers. Tier3 duals are main damage. Tier3 support duals are strong boost to 4-ele builds. Armour reduction builds appear stronger. Too much physical damage for corrosion and maybe enchantment contributes to this imbalance. Non-slowing builds can be easier than some slowing builds. The boost of slow to single-target towers need to be determined. It seems that slow is not much a boost to single-target towers. This may necessitate higher damage overall for all single-target towers. Single target loses only against undead, gaining over splash against mechanical, healing and fast.
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