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holepercent

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Everything posted by holepercent

  1. the basic will probably be host pick/vote, difficulty, randomness, short mode.. all others can go into advanced.. this would allow for expansion to add new modes which may not appeal to all.. and allows for longer/3rd level menus for the really long mode settings. and maybe have a 'quick' start with the most common mode combinations like -vhsr, -vhsrcmsm and a few others.. would be nice..
  2. not the type of random that allows you to complete the game.. well.. we have plenty of games where we are randOOmed just that we don't release them. we only release successful completed games or games with strong plays.. you just have to make the best of it.. more so in fullhouse multiplayer where it shows better whether you made the best of the elements.. you'll probably be the last survivor already with that play.. there isn't much you can do better..
  3. 1.Composite in the early waves, use non-elemental arrows/cannons (well if you can micro as well as kirby). after that, best towers available.. quaker, zealot, tidal etc.. corrosion/enchantment would be good.. voodoo/polar as well here.. 2.Healing Idea here would be to kill the creeps as fast as possible. a killed creep doesn't heal.. you could argue that single-target which kills the creeps directly is stronger here but with slow, splash towers can be just as effective.. 3.Undead Splash the best here.. quaker, tidal's spell, muck with help from corrosion/voodoo. 4.Mechanical Single-target wins here. Zealot, impulse, gunpowder, enchantment.. 5.Fast Use the aoe slows here.. With the faster creep speed, single-target has a advantage over splash here without strong slowing.. in extreme mode, arrows win cannons.. gives me an idea to add a wave-by-wave analysis for my guide...
  4. ah.. randOOmed.. there's nothing much you can do in these games.. make the best of it. it's close to what i'll play although i wouldn't use necromancy towers.. i'll go with focused light and nature, switching to darkness for water waves.. outside of that, life towers on the earth waves (which you did)..
  5. undead and mechnical.. 2 opposites.. thus, a successful build needs a balance between single target and splash. although in the endgame, especially with full slows, splash is decent against mechnical.. if there is enough damage and some cover for units that put on their shield during the first pass.. either that play in chaos mode and hope to get these irritating waves early...
  6. your game completion rate is much higher than mine.. considering the number of replays you've put out in the timeframe.. i only had 5 completed games after close to 200 games..
  7. ice and flame can be strong towers, for the slow and the damage(ice) and damage amplification(flame).. not everything is easily understood by the casual player.. these are more for leads to discuss and think about and balance.. after some review (from my tourney guide), i do realise how much flame and ice actually screw up the build balance.. there are extra 'support' towers which further strengthen certain builds while leaving a few builds too far behind in terms of support vs damage.. But if ice and flame are removed, we are left without any single-target slow in the map. (correct me if i'm wrong).. i do feel ST slow has its usefulness.. especially given the balance between splash and single-target towers as well as the new mechnical..
  8. well played.. this is the closest we've got to a VH noleak replay.. i haven't got this close yet in my games.. i play in VH SR chaos (short) fullhouse multiplayer.. i rarely get a random this good in my games.. it's weird with multiplayer and singleplayer randoms.. i tend to get randOOmed quite often in fullhouse multiplayer..
  9. well. karawasa is back to lead the team again.. so he can talk.. @sancdar.. welcome back to the forums..
  10. (derived from the trickery tower idea of spirit link/dispersion) jinx tower: tower has a range of damage. deals damage to a primary target. the targeted creep is spirit linked to 3 other random creeps ('randomly chosen jinxed creeps'). the 3 other creeps will take a certain % of the damage dealt to the primary target. a mix of electricity (bounce damage) and voodoo (damage amplification) to some extent.. something of that concept..
  11. 3 players confirmed so far looking for the 4th player and preferably a 5th then draft #2 can start..
  12. This is a fundemental game balance issue. The 3 superduals should function in similar ways, have a similar effect in 25%/50%/100% boosts , a 15sec cd and 60sec effect time. Therefore, a speed increase (well), damage increase (smith) and a effect (new trickery). All 3 should have similar concepts and function essentially the same way. Since well and smith targets towers, this new trickery should also target towers. I would go with jolin012's trickery ideas found in http://www.eletd.com/forum/viewtopic.php?f=7&t=953. i see potential in both ideas but i'll rather they be used for other towers.. perhaps for jinx as a damage tower?
  13. interesting.. but why does gunpowder need to be replaced? i feel it's one of the utility towers we need.. a dual with no abilites just damage.. the long-range damage was something that had its uses in builds.. the forum draft saw some decent use of mortar towers..
  14. maybe i got kind of carried away trying jinx for the forum draft #1 and my 4th -vhsrcmsm game.. .. true that's it's too specific and needs to be changed.. not sure but i'll fancy the concept in some form in it's replacement..
  15. jinx had a pretty interesting concept.. many had some experiments with the tower although it didn't feature in posted replays. maybe what it needs is a buff (i'm not sure how) or variations to the ability rather than a 'remake' .. really hard to think of new abilities without it being too similar to something already in the game..
  16. the towers are removed first.. then the elements are drafted.. earth3 is just a pick. you'll still need to draft the lower tiers.. look thru the forum draft series and see how the draft works..
  17. ice and flame are towers, if used correctly, contribute well to the defense.. learn their placement well or micro well.. refering to the next private beta (for beta testers) and the eventual 4.0 release. remember what you are playing now in 4.0 public beta.. it's still a unfinished map.. goblin shredders force players to have good single-target towers in the build.. not just the aoe slows.. about gunpowder.
  18. although as the 3rd super dual, this doesn't balance with well and smith... i feel it would work better with strong single-targetters though. deal a large damage to a primary target and the linked creeps will take a % of that large damage dealt.. something like bounce damage..
  19. the first one feels a bit like kindle's effect.. 2nd idea could be implemented.. i rememeber seeing it or some variation of it somewhere in the forums before as you mentioned. or i remember a version that created a 'space' as some creeps will be sent back and others forward on the path.. give the concept a try and see how it turns out..
  20. -random.. yes. the best tower in 4.0 is periodic. once you get all 6 elements in VH rnd by wave 40, essence at 52, you've almost won the game.. best towers (full build) : all 6 elements. you only need to spend 6 lumber.. roots, muck, nova, windstorm corrosion, voodoo 8X quaker/zealot or mixture of both 12X polar and enchantment in some combination 3X well 3X blacksmith 2X periodic =gg
  21. competitive mode sounds like it's for serious competition players rather than a 'fun' mode.. superweapons give somewhat the impression of something powerful to cause massive damage.. and cooler spells with cool names.. the suggestions are pretty interesting.. also, remove the fog of war (and thus the reveal spell).. It's too costly and really not exactly worth it trying to figure out who/where to hit by revealing every area.. . also, if i'm not wrong, host has vision of the whole map while the players do not. There'll need to be a control that each player can only be hit by X spells in T time.
  22. this is one i feel that works out well if it can be coded... better than most of the previous ideas for the tower..
  23. you'll need a better way to tell players they need to pick right at the start.. As i know, most don't read the mode descriptions that come up during host pick/refer apart from difficulty and is it pick or random. short mode is obvious with the starting gold. Chaos mode some don't even pay attention or don't know what it means.. .. someone (think cisz) suggested blinking the items repeatedly so that players don't miss the fact.. and by the way.. i'll be using TR to attempt to complete the 15 (for my guide).. draft mode.. thinks of the forum draft series (organised by myself)..
  24. i can only think of burbenog td at the moment that comes close. You'll need close cooperation to complete that map on expert for two players.. it's quite balanced although it has it's weaker governers and all towers are buildable. (the last upgrade for siege tower in green td pros is almost unbuildable unless other players leak to you..) Interest farming is probably something unique to ETD. There are rewards for building just the right amout of towers rather than spending everything to get the best defense.. and the speed selling and rebuilding..
  25. -ar is meant for fun and not real competition... too dependent on your own set with respect to other players. and yes. green (circle) gets hosted more just because it's much faster and easier to play. not to mention the extra gold when there are noobs in the game.. 4.0 gets the play and stays as it is much more balanced. How many other tower defense maps go through as much beta testing, balancing and development as 4.0pb? Most other TDs are just a creater who does everything himself and imbalaces dominate. Also, once you finish the map once, there's little to keep you playing the map again. 4.0 has a lot more replayabiliy compared to other TDs, because of random and chaos mode. Every game will play out differently in random+chaos. the probability of getting the exact same elements and creep order is close to zero..
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