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holepercent

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Everything posted by holepercent

  1. SECTION 2: BASICS OF ELEMENT TD Elemental damage 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 Combining 2 elemental damage types. With 2 elemental damage types, one of them is your base elemental damage type and the other is your secondary damage type to cover weakness of your primary damage type. For instance, you have fire and darkness. You start with fire towers as your primary defense. To cover the weakness, you build darkness towers. If 75% of your damage is fire and 25% is darkness damage, it'll result in: Earth, Fire or Darkness: 100% Nature: 175% Water: 87.5% Light: 87.5% Non-Elemental: 80% Combining 3 elemental damage types. There are 2 groups of 3 elements that cover each other in a circle. One is Earth, Darkness and Fire and the other one is Nature, Light and Water. If you have 3 triples, each dealing one of the elemental damage types nature, light and water, it'll result in: Fire, Earth or Darkness: 100% Light, Nature or Water: 116.7% Non-Elemental: 80% Interest Every 15 seconds, each player gains 2% of unspent minerals in interest. This encourages players to build the minimum amount of towers to clear the wave. Selling towers just before the interest counter hits 0 and rebuilding towers after that is a strategy employed by more experienced players. In random mode, since all towers sell for 100%, players would sell elemental towers for interest and to maximise elemental damage. Experience and custom builders Players gain experience for each game played, which allows one to replace the default scv builder with a custom builder of the player's choice. Basic Tower placement There are two general placements, two pass and long pass (there is technically a third one, called bad placement). A two pass placement refers to a placement where the creeps would be in range of the tower for a period of time, leave the tower's range completely and make another pass on the opposite side of the ledge. A long pass placement refers to a placement where the creeps would be in the tower's range only once but for a longer period of time. This is useful against single creeps, mostly elementals.
  2. Element order: (WNF)ENEFWEDL. Enjoy! _24 comp normal random.SC2Replay
  3. This is your creep spawner. Use it well! Step One : Click the creep spawner (hotkey 2) Step Two: Click the first button (hotkey 'q') to select which type of creep to send. Each creep is different in terms of element, cost, bounty and income. Step Three: Click the second button (hotkey 'w') to select the number of creeps to send. The options are 1, 5, 10, 15 or 30. Step Four: Click the third button (hotkey 'e') to select who to send the creeps to. Step Five: Click the last button (hotkey 'r') to send the creeps. (to be continued)
  4. Indeed mono builds only succeed because of the normal difficulty. For the challenge, there is always -random (but it is challenging to say the least to win in fruit). There's always the forum challenges and the Forum Draft Series to go for...
  5. In some drafts, the small details were what made the difference between the best players...
  6. Everyone plays on the same difficulty in competitive (as opposed to casual where each player chooses his/her own difficulty).
  7. Nice game. Post a link in the fruit hunt challenge as well? btw. did you ever watch kirby/jolin012 do the $$$ build in the wc3 Forum Draft Series? Those were fun games to watch... Spend the first 3 lumber on interest, and sell and rebuild just arrows and cannons for the first 30 waves.
  8. Nice game.. All the -random and no one playing a boring mono-X build...
  9. Normal (the standard public difficulty). It should leak against its weak element in VH.
  10. hopefully avoid getting randOOmed.. lol
  11. seems like the 'correct' play becomes either play the easiest difficulty to be sure to complete the game, or play the safest build (aka mono pestilence/trickery)
  12. Should be a pseudo-random system. Within every set of X attacks, it would trigger once randomly within that set of X attacks.
  13. The hybrid long/2-pass corners of III and IX aren't too bad either.
  14. Enjoy! eletd WFNE 20 fruits.SC2Replay
  15. the host's vote counts as 1/3 of the total votes. Given the way the sc2 map system works, it was felt that giving one player the right to dictate the settings was too much power. unlike war3 where the host could have the game settings in the game title. you can always -random yourself but it is becomes very difficult to win in fruit against those annoying pestilence/hail/trickery/perpetual tower builds.
  16. You'll have to type -random before you receive the first vespene. There are players who routinely -random in pick games. If you know your combinations decently well, should be able to get to fruit most games, although it can be hard to match a player who picked the elements in fruit. With interest gone, 3 elements is the minimum at wave 15.
  17. Not that likely. Most players find it too micro-intensive and doesn't work without micro at competitive. That said, the tower was fun to use...
  18. holepercent.173 NA / SEA
  19. Replay bug is fixed. Get playing and post your new replays! Note that all older replays are removed.
  20. Replay bug is fixed. Get playing and post your new replays! Note that all older replays are removed.
  21. Replay bug is fixed. Get playing and post your new replays!
  22. The show is ON! replay bug has been fixed. start playing and post those replays! NOTE: older replays still cause sc2 to crash.
  23. Find 3 others on wc3 and possibly get a draft in the original format going.. if not, just join the sc2 1v1 league?
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