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Everything posted by holepercent
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as above. the strategy forums contain plenty of games and advices. Or why not post a replay of your game? then we can advice on specific plays.. or post specific questions..
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i host fullhouse multiplayer games every fri and sat night. USwest, 2100-2330 (GMT +8) hrs, sometimes beyond that time. but it's probably a odd time for US and europe players which most players in this forum are..
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just checked the changes and found out i made some mistakes disease, jinx, gunpowder and quark all underwent revisions or changed totally.. so no, jinx is not the new hydro. and poison, along with the other spell towers, are changed so that they can be buffed by well and blacksmith..
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some of the suggestions can be taken into consideration. mech levels can be difficult but imo it's not too difficult. wave 32 in extreme i managed to noleak it with variations of roots, muck, zealot, well, blacksmith or something like that. we had a discussion whether composite waves were too strong but the general consuses was keep at 75% although some did suggest 80%. also most importantly, get out of the 3.0 mindset. got to change the way you play in some ways for 4.0 on to tower suggestions. disease tower is axed and replaced with another tower already. hydro's ability for next beta no longer stops movement. the unit moves through the air instead of upwards and staying there. not sure if ice and flame change targets automatically but this can be solved in a way by placement. the top right corner of IX and bottom right corner of III. quark might be replaced or changed in some ways. poison tower with slow would disrupt the balance of the slows distribution in the game. or that's what i believe it would do. since the slows have been balanced and spread out over the builds. correct me if i'm wrong gunpowder's damage was already buffed before. check the dev forums and beta forums.. i believe there's changes made to make duals more viable.
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#99 Opening elements: EWF Wave 16: fire, mechnical 4 amplified water wave 17: darkness 5 amplified earth wave 18: light 4 amplified earth 1 hydro tower wave 19: light healing 4 amplified earth 1 hydro tower wave 20: non-elemental 4 amplified earth 1 hydro tower 4 basic water towers added midwave Elemental: nature The earth towers were sold and basic water towers upgraded to amplified. wave 21: fire undead 5 amplified water 1 hydro midwave: 1 amplified water upgraded to hydro wave 22: water healing 4 amplified water 2 hydro towers wave 23: earth mechnical 1 hydro tower 1 quaker wave 24: darkness 1 hydro tower 1 quaker midwave: 1 flame tower added wave 25: water 1 hydro 1 quaker 1 flame elemental: light wave 26: light undead 1 hydro 1 quaker 1 flame midwave: amplified light added wave 27: water 1 quaker 1 nova midwave: 1 electricity tower added wave 28: earth, wave 29: non-elemental 1 quaker 1 nova 1 electricity tower wave 30: water 1 quaker 1 nova 1 electricity midwave: electricity upgraded to windstorm Overall analysis: this is essentially a simple game. 200% for amplified towers. AoE slows (nova, windstorm), AoE damage (quaker), multi-target (electricity) for the defense. No tier2 elementals were summoned so the elemental catches are straightforward.
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there is little purpose playing in ve. basically almost any build works in ve. just build at /. with all the gold, it is almost no challenge for the pros. all challenges are played in vh if it is to have any meaning. and the thread title says nothing about the challenge in the thead. there is a thread in the replay section of a player playing at / in vh difficulty.. not trying to be rude or anything but that's it..
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Random Guide Part I : The replay analysis (early game) wave 1-15 can be handled with the standard arrow openings. Hence, i'll start from wave 16.. anyway the games were played in short mode... my usual opening for wave 16 is 4 amplified elemental towers. guidelines for picking the element: first choice is always 200% damage. otherwise, earth or fire unless 50% damage. Failing which, i usually use light or darkness at V. if none of the above, usually i'll pick nature over water unless undead wave in which case water over nature. Duals considered over building 4 amplified elemental towers are electricity, gunpowder unless 50% damage. #74 Opening elements: FDW Towers available: magic, kindle, poison, corrosion Wave 16: darkness, healing Opening defense: kindle, 2 amplified darkness Wave 17: water same as opening defense Wave 18: earth Defense: Kindle, 2 amplified fire, 1 amplified water Wave 19: nature Defense: as above + amplified darkness Wave 20: earth Defense: 2 kindle, 2 amplified fire, water upgraded to amplified water in midwave Analysis: basic defense with mainly elemental towers and kindle. amplified dark and amplified water in wave 19 should have been amplified fire to take advantage of the 200% damage. Elemental: water2 The defense starts with 2 kindle and 3 amplified water. The 3 amplifiled water are sold and replaced with 3 amplified darkness and one darkness tower which is sold later. Elemental is not killed before the wave starts Wave 21: non-elemental, undead Here is where the first major leaks occur. After the leaks, 1 kindle is sold and the other kindle upgraded to corrosion. Amplified water and water is added. Here, i also focused fire too much on the elemental when i should be more concerned with the wave. When in doubt, clear the wave before the elemental. It is better to leak the elemental than leak 10 creeps of the ave. Here is also where upgrading to corrosion should be done before the wave started i feel. Wave 22: water, healing the water is upgraded to amplified water wave 23: darkness, fast All water towers are sold and replaced with 3 amplified darkness. wave 24: water, undead Amplified darkness is added. One of the amplified darkness and sold and magic tower is added, along with a basic darkness tower. wave 25: earth 2 Amplified darkness are sold, replaced with 2 amplified fire. Analysis: Wave 21 could be improved. Armour reduction can be strong even in the early game. Corrosion can in some cases be a solo tower although it is more of a supporter after some damage is in play. 200% damage should always be the towers of choice. Elemental: Earth This is basically a simple catch with no difficulty. Wave 26: Earth, fast Defense: Corrosion, amplified, magic, 2 amplified fire, amplified water. Amplified and magic tower is sold. wave 27: fire Sells everything, build and upgrades up to muck, corrosion and amplified water. wave 28: light Amplified water is replaced with 2 amplified earth. Kindle is added. wave 29: nature Amplified earth is sold. 2 amplified fire and 3 basic darkness towers are added. wave 30: water, healing amplified fire is sold. Basic darkness is upgraded to amplified darkness. Analysis: AoE slows should almost always be build once they are available. Where possible, prepare for the next wave. Build the basic towers for the next wave in their positions, once the current wave is over, upgrade. Kindle isn't really the tower after wave 25 as the damage is insignificant compared to the hp of the creeps.
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would be good. it'll always be down to placement and/or building multiple windstorms or spamming stop which doesn't always work. Although it is possible to slow creeps on the opposite side of the ledge with slightly lower efficiency but it's usually enough. also, the new windstorm isn't as strong as 3.0's version. solo windstorm is not a very good option now (results in leaks). not really related but another suggestion was to reduce the spawn time and shorter cooldown so that it'll spawn more frequently at the correct location.
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... it's meant to be the final elimination of all players who can complete the 60 waves.. really to leave one player standing.. well. then replay please of you killing 1000s of ronalds in vh rnd. not to be mean or anything but really.. check the ronald hunt for top kills and it's not a lot excluding the 2k plus replay..
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this has been discussed before and every time it goes down. and ronalds is in a way infinate waves. even in very easy, you can see how long you can last in ronalds. do you really know how long you can last in ronald even in very easy? i can say i wouldn't know how long i can last in ronalds in very hard.. As said, the game is already long enough, hence we have short mode in the game.. extended mode? more likely just for single player mode and the player has too much time. ever tried gem td? games that last 2 hours and most would end up leaving or getting fustrated at the slow pace and the time it takes to play one game. and very easy is supposed to be very easy. it's just meant as a training ground. as long as the player builds something most likely the game can be completed. if you want to be average you should be playing in normal at least. and very hard is that. very hard. supposed to challenge even the best players.
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as good as it gets. all 6 elements from the start. enjoy! eletd_pbeta_132_pub_61_41ronald.w3g
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Time to revive some old challenges (to be played in 4.0pb, vh pick single player, non-chaos, non-short, non-extreme, well i don't mind if you seriously want to do extreme) just for fun starting with this one: The mirco/planning challenge: Survive until level 40 using only cannons and arrows. Elemental cannons, elemental arrows and interest are included. (some of you might find this familiar. i ran this challenge for 3.0)
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Build design guide by holepercent Contents Introduction The basics of element td (for newcomers) Types of towers (damage and support) Choosing the damage towers Choosing the support towers Combining the build Tower placements and notes on individual towers Useful links Introduction This would be my personal guide (as well as a collection of info typed up by other players) on nearly everything (well, i can't possibly cover everything, new things will be discovered by others) about the game, covering as much as possible the strategies to complete the game and how to maximise every tower. Some of the info is from my own playing experience, others are provided by cisz, jolin012 and the rest of the community. Which do you want me to type up first? The pick or random guide? PM me your vote! The basics Most of the info is on the main site itself. but for convienence, i'll post some here. light - 200% to darkness, 50% to earth dark - 200% to water, 50% to light water - 200% to fire, 50% to darkness fire - 200% to nature, 50% to water nature - 200% to earth, 50% to fire earth - 200% to light, 50% to nature 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 Types of towers There are basically 2 types of towers, damage towers and support towers. The support towers are further divided into aoe slows (muck, roots, windstorm, nova), armor reducers (corrosion and enchantment), damage amplification (polar and voodoo), tower amplification (well and blacksmith) and trickery tower. These are the 3 super duals and 8 super triples. Ice (single target slow, damage over time) and flame (single target slow, damage amplification) can be considered as support towers. All other towers are considered damage towers. However, this division is not entirely accurate. Some support towers can deal more damage than what is classified damage towers. Ice and flame are not always considered support towers. However, for conveience, the division will stay as it is. This is not something i can say why, it's been that way for a long time and commonly used by other players as well... I'll start on the guide (whichever it is, pick or random) once the votes are in. Pick and random have different approaches, so the guide is slightly different Useful links vh replays by myself (played in vh rnd but it shows stuff like tower placement, choices and stuff) Double no-leak by cisz and jolin012 VH ronald hunt Cisz's replay pack
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there are plenty of replays on the forums.. here's some VH replays by myself (played in vh rnd but it shows stuff like tower placement, choices and stuff) VH ronald hunt Cisz's replay pack the best is of course kill as fast as possible and flood other players, but this is not possible all the time. playing at a fast placement such as VII or IV might result in leaks, especially if the build is weak. also, this depends on the rest of the players. in some games, players would be rushing, to keep up, moving up is necessary. in others, you may have the time to play at a slower location. there are many strategies to approaching a game. the general concept is start with the aoe slows, the damage towers followed by the supporters. most of us play in random so it's making the best out of the elements given to us. there's no fixed strategy. knowing what to build comes with experience.
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nova hits maximum number of creeps at V.. that is the most effective place. nova belongs to the long pass placement, being aoe. (same goes for quaker). Placed correctly, nova can solo up to the late 20s. windstorm placement would depend on where your other towers and making use of the spawn range. since i always play IV and V, my windstorm will be at V. watch some of our games for an idea of how it works. V and II would not work. V is long pass while II would be somewhat of a 'bad' placement. it's not 2-pass, neither is it long pass. the usual are IV and V (the default for pros) or V and VI (most average games should be ok but some chance of getting flooded, especially if someone is rushing) or everything at III (for certain strategies, involving towers such as zealot). playing at VII or / is only for solid builds or speedruns (completing the game in the shortest time) or extreme overbuilding. you will see that in most games, we play at IV and V. i'll let the others advice more on the specific towers.
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to train with interest rates, play pick and summon interest for lumber. in 3.0, pros completed games with no leaks starting with 5 interest. random is supposed to be random, for both elements and interest. fixed interest rate can help the more experienced player instead. Pros sell and rebuild on the interest while less experinced players do not or do not know how. The more experinced player would then have more gold in the mid- and end-game.
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congrats on completing. 6-element games ending with periodic is probably the strongest build in the game and has been done by many players. first, are you intending to play single player all the way? playing at IX wouldn't work in multiplayer as you'll most likely be flooded and facing 2 waves on both sides of the ledge. it's best to play at IV and V, if not V and III or VI. (know the numpad positions?) nova tower belongs on a long-pass placement such as V. windstorm is better at long-pass, usually V. personally, i wouldn't play with life towers in pick. yes, it gives a buffer in terms of lives but the damage is too low. a damage tower would have helped to cut out some of the leaks. i'm not very sure if the incantation towers were really needed. i would rather use corrosion lvl2. and 2 corrosion towers in the same area is unnecessary as the effect doesn't stack. (correct me if i'm wrong, any point in this paragraph) consider watching some of the replays by cisz, jolin012 and myself. the replay section has some of the replays. vh replays by myself (played in vh rnd but it shows stuff like tower placement, choices and stuff) Double no-leak by cisz and jolin012 VH ronald hunt Cisz's replay pack continue playing, watching replays and feel free to ask anyone of us (especially cisz) about anything.
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well. first welcome to the forums. the 3.0 map can be found at http://www.epicwar.com. chaos mode is interesting and provides more gameplay experiences. i play in vh sr cm all the time and no 2 games are identical. extreme mode is really that. extreme. not a mode that you'll play regularly unless you're really a fanatic.. i also use the tower query quite a lot despite plenty of games and working on the dev and beta.. seems that i still can't memorise my towers. interesting choice for fav tower.. hardly, if any, chooses that for fav tower... to end, continue playing and hope to see you in -vhsr in time to come.
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first, periodic requires 6 lumber to be spent in getting all 6 elements (or luck in getting randomed all 6 elements) and essence. a normal pure requires 3 picks ( or luck to random lvl1, lvl2 and lvl3 of an element) and an essence. 2 essences are given for free. Periodic already has more requirements before it can be build as compared to a normal pure. as jolin mentioned, the periodic build features other towers. normal pures make use of fewer towers usually. and selling for interest in random is part of the game for pros. periodic would be nerfed to make it less game-breaking and more balanced. i don't see a good reason to implement this suggestion.
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As karawasa mentioned, all random modes have an interest limit of 2. the cap IS 2. the reason why some 3 or 4-interest games exist is due to a bug. 3- or 4-interest games shouldn't exist at all. fixed interest rate in early levels? better off playing pick. wouldn't appeal to most random players to have fixed interest rate in early game. playing with 2 interest in VH SR isn't that difficult (once you have the experience, practice more and you'll be able to do it) . cisz completed a VH SR game with 4 interests. and besides, adding more options would be unappealing to most players. the menus are already long enough.. longer menus would be a turn-off to new players (so many options to select just for a game)
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i know the old rainbow's effect didn't have affect gameplay. what i was suggesting is that the concept is used, but the cycling of 'colours' actually did something like changing elemental damage. but changing every level would be a very hit-and-miss affair, with a small chance to deal 200% or 50% on a given wave, and mostly 100% (not taking into account armour). unless that is the intention? so it changes every level. but what if i sell and rebuild? change element/restart the series?
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probably the no-interest mode would see some interest and use (especially in extreme mode) super interest? most wouldn't want to play ranDOOM. most who get interest in midgame random would not welcome it already. probably super interest just for kicks in inhouse games. have been thinking that the interest cap is 2 but i keep getting more than 2 interests in -sr games. played games with 4-interests.
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extra short mode would be welcome but definately not extra levels. the whole point of short mode is to end the game faster. adding extra endgame (and harder) levels defeats the purpose of short mode. deciding on the gold would be a challenge. even the current lvl 16 short mode gives slightly more gold than average playing. another suggestion was the sandbox mode which would also serve this purpose to a certain extent..
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the tower needs to be nerfed somehow, whether cost increase or elemental damage, lower damage, lower aoe. personally i would pick elemental damage (like the 3.0 change element or like rainbow, randomly change element every attack). if it's available on random, it's gg. both my winning -vhsr replays ended with ptote (replays in my build list thread.)
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well.. i wished i could play in the beta's extreme mode.. but i am in favour of the different variations of extreme..