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Everything posted by WindStrike
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Not really a bug, just a little error. In singleplayer mode, when it tells you sandbox is available, it's listed like this: Sandbox mode is available! - sandbox to activate Something like that, but yeah, the dash is on the top line instead of the bottom line.
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Over 200k networth by the end thanks to money towers in the effort to spam infrared towers. Got to wave 7 of the fruits and died there. It gets about 2x to 2.5x harder by the end from there. Pretty darn sure it's impossible to go infinite on non-mazing, lol. Gonna give a go with mazing later this week and see what I get for fruit scores. Something tells me it's actually going to be harder than before due to the fruit regenerating 2.5% of their max hp, which (including damage reduction bonuses) comes out to an actual hp amount of 50k regen a second. That's 10 phasor towers just to stall a fruit's hp; 20 phasor towers to deal 1% damage a second. Of course, that's assuming you get to maximum fruit level. Then again, I'm not the maze master, so... let's see if the maze masters here do manage to go infinite on VH for maze. v143 _ VH_ 198 Fruits _ 1368 Points.SC2Replay
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I've only been doing multiplayer matches, and I'm getting farther w/ the new fruit change than before, probably because it's not a sudden shutdown with the darn speedups. Yay to single-target towers actually doing stuff now! I'd say the fruit scaling is just fine. I'mma do some solo runs sometime during the week and see how I fair. Thank you very much for fixing fruit, suddenly able to use a lot more of my builds now viably, lol.
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Fyi, as of the new patch, Karawasa found some way to have the fruits pretty much mimic the scaling listed here, so if you're looking at the fruits and wondering why the damage reduction isn't going up but the fruits are taking less damage, that's why.
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Crap, I so have not tested anything since the fruit change, lol. Guess I'll go first. Forge.
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Something that didn't make it in - https://forums.eletd.com/Default-Target-Mode-t3371.html Also, holy crap the fruit scales hard, lol. Then again, I just had the worst random of all time, lol.
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It's the reward for running on a higher difficulty. Ideally, the highest difficulty setting should reward the most points, given any well built defense. Now, on VE and E, it should be possible to go infinitely even on non-mazing. Those two difficulties are meant for people learning the game and for casual players. Normal, Hard, and VH, definitely shouldn't be possible to go infinite. While you or I may say that Very Hard is too easy... that's not true for everyone. In fact, it's only true for... maybe 10-15 people? Out of thousands? Granted, that number would increase if people actually checked out this site more often and went through some of the guides and tips and whatnot, but overall, there's a TON to learn to this game. Only the people that have spent probably 30+ hours on this game are usually the people that can beat VH, and that's before Extreme and/or Chaos is added. I just did the math for the totals of all the bounty bases without interest. Here's the result: Very Easy - 66535, base of 1.091Easy - 72840, base of 1.093Normal - 83467, base of 1.096Hard - 91421, base of 1.098Very Hard - 100149, base of 1.100 Obviously, at earlier levels, the differences are lower, both in amount and percentage difference between one level and another. However, I do think they need to be widened... just slightly though. Here's the new results: Very Easy - 58108, base of 1.088Easy - 66535, base of 1.091Normal - 76219, base of 1.094Hard - 87351, base of 1.097Very Hard - 100149, base of 1.100 The numbers are slightly off from what it is actually in-game due to that it automatically rounds up in-game. Anyhow, an increase in the difference of gold gotten should offset the interest a bit and help make it so that VH gives you the most gold, if you know what you're doing.
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(This is actually already decided, I'm just tossing it here for discussion as well as having it written down somewhere). For the next patch, fruit will instead scale purely in HP and damage reduction. Normally, wouldn't have to deal with damage reduction issues except for... that dumb 500k HP cap that shouldn't exist but does. Anyhow, attached below is the list of changes (one for Solo, one for Team). Fruit scales in HP by 15% per level, regardless of difficulty. Depending on the difficulty, the damage reduction scales up (by multiplication). It's not the same per difficulty, or else (as tested in Excel) Very Hard might end up being twice as hard as Hard. Not to mention running into 100% damage reduction cap on team. A little note - this is untested. This will be updated after testing, which I'm sure it will. Whether this will be enough for mazing or not, I really don't know. The game is balanced around non-mazing after all, so if this turns out to be too easy for maze, then that just means maze will need its own buff. It actually may end up harder for mazing due to technically higher regeneration. Suggested Fruit Points: Very Easy - 1Easy - 2Normal - 4Hard - 6Very Hard - 8 (currently at 7) Thoughts? Solo Difficulty Scaling.xlsx Team Difficulty Scaling.xlsx
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Battletag - WindStrike#1633 NA - WindStrike.294 EU - WindStrike.937 I play on EU for EleTD now. Much better competition there.
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Yep. No one knows why that hp cap exists. It's horribly lame.
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I didn't necessarily agree the game was too easy. If the game's difficulty was buffed, the people that have no idea how to get anywhere would be in even bigger trouble. However, normal difficulty could use a slight buff. Mayhaps if normal was 80% of creep hp, and hard was 90% of creep hp.... I dunno. I do like the idea of adding a 6th difficulty setting. Due to the HP cap, probably just an increase in damage reduction. It'd be roughly 50% harder though, so maybe 70% damage reduction. Twould be called Insane difficulty, I guess.
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Now that the open games list notes what mode it's in, it'd probably be a good idea for both mazing and wars. That way, the voting screen can be narrowed down to just one in-game - the standard settings screen along with whether heroes and/or teams should be on or off.
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Game is running fine on my end. Then again, I'm not seeing a SC2 update. Guess NA hasn't updated yet. EDIT: Just looked up the patch, it's 2.0.5, the one that adds Global Play. According to NA side, it says the game is updated in the corner where it says the update is, but there's no news of it in the loader, and there's no region change button on the login screen. It'll probably hit NA servers later today. Looked up some more about the patch, it's having issues everywhere. No wonder they haven't added it to NA servers yet, probably doing a hotfix first. EDIT2: Kay, I stand corrected, NA has it, it just doesn't OFFICIALLY have it. You need to press the account entry button so that the region button will appear. Anyhow, loaded the game up on EU servers, game ran fine. Oh, and I'm gonna look like a complete newb on EU servers. Level 0, 0 Exp. BE CAREFUL, IT'S A TRAP! I'll run the game again when the patch officially releases on NA side and see how it runs. EDIT3: 5 seconds after I said that, officially updated. Game runs fine. What server is it not running fine on?
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Periodic tower is actually about to get nerfed from 8000 damage to 7000 damage. By itself, it's not that powerful, but mixed with a bunch of supports, it's ridiculous, especially slowing. Try placing them at the spot seen in this guide for magnify towers - https://forums.eletd.com/Magnify-Towers-t2952.html Having a hero gives all enemies a shield, aka double hp. Reason it's a shield and not literally double the hp is due to the fact there's a stupid hp cap in SC2 of 500,000. No one knows why. Secondly, all creeps have a chance to dodge anything, think it's either 15% or 20%, not sure. They're roughly the same strength. The difference is that tier 3 duals are more cost efficient (3150 gold vs. 5000 gold, big difference). The reason for this is that generally, it's hard to get level 3 elementals early, they're a late-game thing. Casual mode? Weird. Casual mode makes it so that the next wave doesn't start until everyone is done with the current wave, or until the set timer goes down, which is set to a long time. Any chance you're not confusing it with extreme, where there's no timer between waves? I dunno, I recall casual taking a long time to do, tis all. Might've been screwed over by a SC2 patch and it just needs to be checked out again. If you guys are NA players, hop into the official SC2 channel (Element Tower Defense) and I'll see if I can help you guys out. I'll try to be on about 7:00pm EST tomorrow.
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A good number of the towers are different from the WC3 version. The tower balance is considerably different as well. Plus there's a bunch of extra modes, like mazing and teams and the like. Not many people online really play by the extra modes, so you usually have to prod people at the start of the game or organize it ahead of time. I would suggest the channel if people were actually in the channel, lol. Overall, it's quite different from the WC3 version. I'm sure a lot of my builds that work in SC2 don't work in WC3 nearly as well, and vice versa. I recall 3-element builds in WC3 being a lot harder to pull off than in SC2. Suppose I could attempt to list all the differences, lol. Well, here goes at least some of them: Base level elemental towers removed. Amplified is now the starting level.Periodic Tower's range is now that of a dark tower (I just noticed an error on the site, for WC3 version, the range, Skill, and AoE are flipped).When you summon a periodic essence, it doesn't summon a giant guy of doom, it just gives it to you. Plus it gives you a mineral bonus, depending on what wave you are.Interest upgrades are not in the game, cause having even one interest upgrade allowed you to fill literally the entire map with towers.Magic Tower (Fire + Dark) replaced by Magnify Tower. Still super awesome single target damage, instead you change its range. The farther the range, the less damage it does.Quark (Light + Earth) tower changed to a radial damage tower. It fires two orbs that circle around the tower, hitting all enemies in the way. You can also change the range on this one, though I have yet to see a non-mazing mode defense that makes use of its range increase. This is actually the WC3 Radius Tower.Hydro Tower (Water + Earth) replaced by Jet Tower. It fires slow-moving orbs of doom that do massive AoE damage, stronger at the center (2 AoE), and weaker at the outer end (4 AoE and 6 AoE). Can attack ground.Laser Tower (Light + Earth + Dark) changed to a tower that summons a bunch of fighters that shoots lasers at their targets. You can have laser tower shoot at random targets, lowest hp, or highest hp.Radius Tower (Light + Dark + Fire) changed to Runic Tower. Take vapor tower's effect, and turn it into a 3 second burst auto-attack with a lot of range. The more targets in one area, the more damage it'll do for a burst shot before having to go on cooldown for 6 seconds, during which time it's a mediocre damage tower.Drowning Tower (Dark + Water + Nature) changed to Flooding Tower (Drowning is level 2 actually). The most versatile tower in the game in that it has 4 modes, each with a different attack speed. Rapid-fire single target, fast speed w/ small AoE, normal speed w/ decent AoE, and slow speed w/ large AoE.Flesh Golem (Water + Nature + Earth) changed to Ephemeral. Has a rapid fire attack that does great single-target damage, though it gets weaker the longer it attacks, at which point it has to recharge, which can be done automatically or manually.Mazing Mode gets rid of the standard labyrinth and allows you to build your own around various checkpoints. All of the infinite fruit kill builds (on very hard) are done using extremely elaborate mazes that don't work in multiplayer, lol. Also, if you play mazing mode with certain players (like myself and Ayr), we have a mutual agreement to have vapor towers banned.Hero Mode gives you a hero that goes around kills stuff and gets upgrades with levels.Team Mode puts everyone in 2-man teams. Combine and conquer!Wars Mode, I wouldn't call it competitive, just a fun little mode where the towers you build send creeps at your enemies. Faster paced than the standard mode.Oh, and every single one of these modes can be turned on or off, giving you lots of combinations of insanity. Again, hard to get pubbers to select even any of these modes, though I have seen mazing and hero go off at the same time on several occasions. There's probably more changes, but I can't remember really. Personally, after sticking hundreds of hours into the SC2 version (half of it for balancing the game out and testing stuff out), I'd say it's well worth it. A new patch is on the way soon that'll add a sandbox mode, allowing you to play around with any build on any wave, as well as various other fixes around the place.
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It's not that I'm ignoring this - it's more I'm waiting on the main dev Karawasa to say something, cause I'm really not sure if I should say anything before he does. Most I can say (for now) is that I had no idea a HoN version of the game existed, thought there was only a SC2 version. I did look into the HoN version, and it does look really nice, though still WIP. Just curious, do the guys making the HoN version even know about the SC2 version? Also, no worries about your English; it's perfectly fine, lol.
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Kay, those UI things only occur if you have the option "Simplified Command Card" on, which is defaulted to on from the patch. Regarding the water tower, it loses its hotkey once you get Water 2. Corrosion throws soccer balls... lots of them, lol.
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Since SC2 released to 2.0... something, it had a large UI update, and it's caused a few bugs to show up. On the builder, the hotkeys for it still work, but there's no longer a button for changing builder model. Elemental query button is gone, too. When building any of the basic towers, there's no longer a hotkey for the water tower. Actually, in general, any button that was on the top row of anything is no longer visible. That said, anyone new to the game or doesn't know the hotkey is completely unaware that towers can be sold, because the button is invisible. Missing projectiles: ErosionIncantation throws soccer ballsMoney throws soccer balls Laser's lasers for whatever reason are less visible.
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Things that are must haves: Tower models (duh, lol)Tower projectilesThat said, and this just reminded me, you should probably bring back runic tower's projectile, even if it's just firing thin darts.Ability impact Projectile impact doesn't seem too necessary, definitely adds some flare and flashiness, though there are a good number of towers that can provoke good amounts of lag with that. Vapor would still need to be visible though just because it doesn't have a projectile to start with. Ability debuffs... it'd probably be the last thing to go, but it's not entirely necessary either. There should probably be options on the builder that allow you to manually control the level of in-game graphics, as well messages that pop up whenever you decide to (or automatically) change what's visible. Could you give a full list of things that can be disabled/enabled? Twould help with seeing what can be optimized in general.
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Polar and Incantation technically don't matter, since they're cast moves, but Polar probably should target based on highest hp anyways. For Poison tower, when it targets with the highest hp, it does need to be different from polar and laser in that it actually continues to gun down that target rather than switching to a new target with higher hp.
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Erosion and Jinx - targeting creeps that don't have the debuff. The reason I'm not suggesting this on Muck and Barb is because by having them shoot the same target, it helps the creeps stack up better. Regarding most valuable for forge/well/trickery, does that prioritize by gold value? I'm liking this for targeting behavior changes.
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Just the support towers' damage. Trust me, at one point, their damage outputs were literally useless, and some builds (and build orders) were impossible (cough, random mode). As it is now, combined with the currently overpowered periodic tower, yeah they're a little strong, but they can't be made too weak either. The only way it'd be fine for them to go back to their original damage values... would be if support towers can be buffed by forge, well, and trickery towers. I actually don't know the exact reason that they can't, personally I think it'd be cool if they could (some interesting build orders would open up), but here's two of the reasons that I'm guessing: When you have all your towers out, it's a lot better for your non-support towers to be buffed than your support towers. Tis why you can't buff ray/grenade towers, they got in the way, lol.YO DAWG, WE HEARD YOU LIKE TRICKERY TOWERS, SO WE CLONED YOUR TRICKERY TOWERS SO YOU CAN CLONE TRICKERY TOWERS WHILE YOU CLONE TRICKERY TOWERS. Of course, the way to do this is to just prevent clones from being able to use clones. The way to fix that issue is to have a toggle on/off shield on support towers that's defaulted to on. If the shield is up, support towers can't be buffed. If the shield is down, support towers can be buffed.
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Ooh, laser's targetting AI for all towers? That'd be nifty. Currently, all units aim the closest target. Probably wouldn't be prudent to give all towers the "random" targetting, because in most cases, it's not going to do well. However, I'd be personally for having three options - closest (default), highest hp, and lowest hp. I agree that constant clicking really just adds an unnecessary component of APM and repetitiveness. There's a game on Steam called Tower Wars, which focuses on tower placement, mazing, tech tree strategies, economy, and summoning soldiers and the like to break through the enemy defense and take their castle. It does not allow you to micro towers to take down the enemies, instead relying on placement and the types of towers you have. Now, I'm not saying that EleTD shouldn't have micro abilities. However, given that there is a heavy emphasis on placement, something many players don't realize (at least initially), it would be helpful if each tower had these options. Quite frankly, there's already a huge micro element of the game, one that can't be removed - intensive micro abuse w/ ray/grenade towers, not to mention random mode. Having a giant clickfest on top of that is quite frankly, kinda annoying. That said, I am all for having all towers w/ laser's targetting AI options (save for Ion, Quark and Nova of course, lol). This wouldn't break celerity towers either, because it'd not necessarily say to target the farthest target. Some people try to optimize their range for just dealing as much damage as possible; some use them as finishers. Disease towers, they really should just shoot the lowest hp guys, cause they're useless otherwise. Having all towers optimized with the options won't remove manual targetting from the game. It'll just help out immensely when, as ender has mentioned, there's too much on screen, lag, lag and more lag. Very few people can actually handle the lategame EleTD to even do micro based purely on technological restrictions, and it's not something that can be fixed on the user's end. Those that have better computers automatically have a huge advantage. Granted, this is true for many games, but by providing these options, it'd help even out this advantage. Also, regarding the fruit buff, will you be increasing the number of fruit points gotten from very hard or nay, due to how the damage reduction increase works? Probably something that needs to be tested though.
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It actually does exist. Fruit caps off at a certain point, so if your defense can infinitely live it, then that serves your case. Unless you mean that there's no cap, in which case I have no idea.
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Dropping it back down to 6000 (where it was before all the single-elements got buffed) or somewhere inbetween like 7000? I'm personally fine with a support dps nerf, but not all the way down to the level it was before it was all buffed a ton.