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holepercent

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  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. 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)


  3. 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.


  4. 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.


  5. 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.

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