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Everything posted by holepercent
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should help to reduce misses.. like the 4.0pb gun.. i would think it hits slightly behind the target but the delay is so short and thus hardly noticable. making it homing would be kind of imbalanced.. in catching unslowed fast creeps.. the tower fires a creep just above IX and the projectile follows the creep until it's above VIII.. (not sure there's that much time but an exaggerated example.. )
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wouldn't that result in more misses? if the missle exlodes three times at the same spot, the creep would be at different positions.. in the case of a single creep, it is possible it's not hit at all. the projectile takes too long to reach the 'target', by the time it reaches and starts exploding, the creep has already passed the 'target'. correct me if i misunderstood anything.. what i'll prefer is a projectile that definately hits the creep much like the 4.0pb gun, but deals secondary damage. the projectile hits a creep, then splits into 2 and deals secondary damage. that way, at the start, it deals damage to multiple creeps, but also hits single creep leaks, with the secondary effect 'wasted'.
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3 ice towers appear to be stronger than 1 hail. But each will be stronger than the other against its weakness.. ice against fire and hail against darkness.. in random, use the strong tower.. also placement does affect the strength here.. ice is two-pass while hail is regarded as more of a long-pass tower (at least how i play). Ice towers also have added considerations in placement with the end explosion being considered.
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the replay.. it's also the one with the tower and creep bugs.. watch wave 18-20 especially.. eletd_beta_155_pri_26_bug.w3g
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element td with only one element, therefore only one tower and the game is perfectly balanced.. there is only one tower and the creeps.
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Having 3 ranges will streamline the game and make it easier across the board. but most towers would therfore be absolutely two-pass/long-pass.. 5 ranges will provide more strategic considerations for more experinced players although most casual players wouldn't really pay attention to tower range. The difference between 700 and 900 isn't much but it can make some placements more complex/tricky, leading to decisions on how/where to place each tower to maximise every tower in the build. Probably there'll be more towers competing for space on the long pass VII and/or V. 700 is somewhat a 'odd'/limited long pass. 1100 is a semi-map wide coverage. One square can make quite some difference. it'll be interesting to see how this plays out.. may require quite a lot of games to actually 'feel' the impact of the ranges..
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could also be because of the way creeps turn around corners... and i remember this was at IV. the creeps are sent into the air as they turn the corner below VII.. the combined effect of being in the air and turning the corner could have contributed to the clumping.. test this on a straight like the right side of III, VI and IX...
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It happened in my games also. That some electron towers don't reset.. May also be related to the boost from blacksmith. Karawasa was in one of those game with me and noticed it..
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host pick: all players have a common 5sec timer mixed difficulty: a variable timer depending on difficulties selected.. VE-VH, the next wave starts 30sec after the first player finishes, E-VH 22sec etc down to 5sec in all VH. then a relative timer for E-H and other in-betweens. the elemental spawning. In mixed difficulty, set a timer for elemental summoning. in VE-VH, the elemental is summoned say 15sec after the ve player finishes. Thus the VH player has some extra time to clear the wave then all players get the elemental after that delay.
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holepercent Lordaeron/northend. public games on USwest but i cross over to northend frequently to host inhouse beta games and join the other leads (usually cisz and jolin012).. time online (GMT +8): mostly sat 2000 onwards (playing) almost 24/7 in IRC #eletd (ask for games there)
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so in a game with a few others.. holepercent (host), Karawasa, Kaini, Ipsi towards the end, my fire towers couldn't attack the creeps. i was schooled but the creeps didn't die and continued running around the map. Other players also had creeps running in their area even after they were schooled.. The other players also reported non-attacking towers. eletd_beta_155_pri_26_bug.w3g
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also in consideration what about the ability of nova, quaker, kindle?
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the proposed splash plan makes it easy to calculate damage.. splash has always been weaker against fast levels. so having the large splash less effective makes for more strategic planning against fast levels or playing in extreme mode. but it's good that at least small splash is unaffected.. Now what about the effect of voodoo and corrosion's spells? creeps 250 aoe around the target are affected. How would this change? Consider also the cast range of the aoe slows. What would be the range and therefore how many creeps will be slowed in each spell cast.. Nova and windstorm currently affect creeps around 750 aoe, roots 375, muck 500
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600 for arrows and cannons definately must stay. 1500 for long-range provided gunpowder and impulse, (light and dark towers) with (almost) map-wide coverage and roles as leak catchers which had its place in certain builds, usually in random. At two-pass placements, few if any really calculate/consider the tower range. Hence, the middle ranges are not really necessary. This comes into play only when placing a tower on long range and whether it can actually cover the entire bend at VII and V placements. Short pass placements (the old ice and flame) has special strategic considerations. Hence 3 tower range in play: short pass (700), full long pass (900), long range (1500)
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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 light - quantum/laser DWEF dark - magic water - psn earth - gunpowder/hydro fire - kindle/flamethrower/zealot DWEL dark - water - psn/ice earth - gp/hydro light - quark/hail/laser DNEW dark - disease nature - mushroom/golem earth - gp/hydro water - psn/drowning LFNE light - electr/quark fire - flame nature - life/mushroom earth - gold/quaker LFND light - electr fire - flame nature - life dark - magic/disease/jinx/oblivion LWFE light - electr/quark water - ice fire - kindle/zealot earth - hydro/gold LWFD light - electr/hail water - psn/ice fire - kindle dark - magic/jinx LFNW light - electr fire - kindle/flame nature - life/impulse water - ice/tidal LDFE light - electr/quark/laser dark - magic/jinx earth - gp/gold fire - flamethrower LDWN light - hail dark - disease/oblivion water - psn/ice/tidal/drowning nature - life LWNE light - quark water - ice/tidal nature - life/mushroom/golem earth - hydro DWFN dark - magic/disease water - psn/drowning fire - kindle/flame nature - impulse WFNE water - fire - kindle/flame/zealot nature - mushroom/impulse/golem earth - hydro/quaker
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b12 updated Currently: (elemental damage type) light (trickery/electricity/quantum/hail/laser/nova) dark (magic/disease/oblivion/jinx/voodoo) water (poison/well/Ice/tidal/drowning/windstorm) fire (kindle/blacksmith/flame/flamethrower/zealot/corrosion) nature (life/mushroom/impulse/golem/enchantment/roots) earth (gunpowder/hydro/gold/quaker/polar/muck) 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 light - trickery/quantum/laser DWEF dark - magic water - psn earth - gunpowder/hydro/muck fire - kindle/smith/corrosion/flamethrower/zealot DWEL dark - water - psn/ice earth - gp/hydro/polar/muck light - trickery/quark/hail/laser DNEW dark - disease nature - mushroom/roots/golem earth - gp/hydro/muck water - psn/well/drowning 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/quark water - ice/windstorm fire - kindle/smith/zealot earth - hydro/polar/gold LWFD light - electr/trickery/hail water - psn/ice/windstorm fire - kindle/corrosion dark - magic/jinx LFNW light - electr/nova fire - kindle/flame nature - life/impulse water - ice/well/windstorm/tidal LDFE light - trickery/electr/quark/laser dark - magic/jinx earth - gp/gold fire - smith/flamethrower LDWN light - trickery/hail dark - disease/oblivion water - psn/ice/well/tidal/drowning nature - life LWNE light - quark water - ice/well/tidal nature - life/mushroom/enchantment/golem earth - hydro/polar 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
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probably a nerf to the elementals. Killing a tier2 elemental at 20 is hard without the strong element. Most of the gold needs to be spent on the defense against the waves. There may be little gold left for extra elemental-catching towers. As jolin mentioned, duals spread their damage over many creeps. There are only 3 duals that are suited to dealing with elementals, which are quark, magic, mushroom. tier3 at 40 can be difficult also without the strong element. Most likely some relocation is needed to take down the elemental. I'm guessing that with supporters much weaker compared to 4.0pb, builds will shift to more damage-based builds. Single-target towers will feature more strongly.
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There is already a 2 interest cap.. I randomed extra essences in 4.0pb if i'm not wrong.. well.. it may help to make random more fun and completable.. but sr is always balanced, players make the best of the set.. it's more challenging when you know some games cannon be completed but are more of how long you can last.. brings to mind the $LDLD$ games i played with jolin012.. we had almost the same randOOm 3 consecutive games.. It's very possible to kill a lvl2 elemental at 20 if you have the strong element against it..
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The ice tower is still quite imbalanced.. In any case, a damage triple must do more damage than a damage dual.. hence this imbalance must be corrected.. hail tower needs the damage increase... or further nerfing to ice tower.. which it appears that hail tower needs the buff more..
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i remember i think shavethewhales completing 4.0pb extreme.. the replay is somewhere on the forums..
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Having the splash radius all the same would make it easy to work out build damage and calculate the number of towers needed.. while having multiple splash radius would make for variety and more considerations in build planning.. although i never really found the varying splash radius a major balance issue..
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The new skins look pretty cool but i'll still stick with black pearl.. can't do anything about the black bordered smilies.. can't be white or it'll not be seen on the other skins..
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WOW.. nice.. i LOLed at the video.. now your aim is to kill ronalds in eletd 4.0 equal to the number of frames ronald macdonalds feature in..
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b12 jinx This is pretty cool. Minimun and maximum radius should be stated somewhere on the tooltip.. to be updated...
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Open discussion Q: How many corpse explosion towers to put into play? A: 2 towers in the middle of the defense Q: How best to place ice towers. A: In the middle of IV and/or VI Q:How best to place jinx at what radius. A: At V with radius set to 600. The spot usually reserved for nova is a pretty good spot for jinx also..