Jump to content
EleTD.com

WindStrike

Global Moderators
  • Content Count

    980
  • Joined

  • Last visited

Everything posted by WindStrike

  1. "God of Element TD" - Beat Extreme, VH, All Random, Chaos, Normal Length. ... still need to do that myself... Though technically it's hardest from Very Short. An achievement system to the game would be great and would encourage people trying out crazy things just to pull something off. For a Tower Defense game, it's great for learning. "Money Hog" - Get a networth of 1400 gold by the start of round 16 (my single-player runs have me end up between 1450 and 1550 gold). Just some random ideas.
  2. Annnnd where was it before? 80/15 = 5.3333 5.3333 clone + 4 starting = 9.3333 towers, which is what it was originally aka 5.3333 / 4 = 1.33 = 133% Forge/Well Level 3 = 120% Trickery Level 3 was the equivalent of a 133% boost when Forge/Well Level 3 were 120%. All of them were nerfed to 75% of what they were. 1.33 * 0.75 = 1.00 = 100% (60 second clones) 1.20 * 0.75 = 0.90 = 90% Point is, Trickery was always slightly more, and while it's statistically higher, it results in a larger spread of damage across many targets rather than focus firing. Not saying Trickery can't, but Forge/Well are better suited to focus firing, which is better off in the fruit round. That's why Trickery was (and still is) 10% stronger.
  3. Actually, nerfing to 90% and 60 seconds makes it equal. 120% * 0.75 = 90% 80 * 0.75 = 60 Trickery was always a little ahead of Forge/Well to start with. Personally, I think that's fair, because in the Fruit game, Trickery gives you a lot more towers with decent damage. This is going to give a good damage spread, but not necessarily single-target as it's harder for a mass number of towers spread out over an area (especially ones that need certain positions) to focus fire something down. Meanwhile, Well/Forge provide more firepower to the base number of towers, allowing them to focus fire things down more, which in my opinion is more important. Granted, the level 1 and 2 Trickery Towers are quite a bit more powerful, as it's a temporary "double damage" that you may need (cough, random, lol), but it's not really a problem, as there are plenty more ways to take out the earlier rounds.
  4. WindStrike

    Tsunami

    Get Level 3 Well with it. Total slaughter. I kind of put this on a level similar to celerity - late game, like in fruit round, it's not that great. However, you can sit for so long on just a handful of them up to 50 (literally just two of them + level 3 well), and that's without any slowing/damage amp debuffs. 51+, you'll need to grab more (at which point you can start setting them to autocast), but the fact that you're able to sit on so little prior to gives you a huge gold advantage. It really does eventually do not so much damage; keep in mind that if timed right, you're able to hit literally the entire wave with one splash.
  5. Currently, the 4-element build is easily the strongest. While it may be harder to get to as a result of the level 3's involved, the reason it's so awesome is because of the Level 3 Support Dual Towers, ala Factory, Fountain and Deceit. The ones prior to it are fine (and possibly slightly underpowered), but 120% boosts (or having 9 towers for the cost of 4) are simply too powerful. 5-element builds do well, and there's nothing wrong with them. It's just that any 4-element build that uses either Factory, Fountain or Deceit is almost guaranteed to beat it out. I'm not saying drop it by a huge percentage, but for now, what if they were to just drop to doubling the output of nearby towers? (100% or 8 towers at the cost of 4) And if that feels too powerful still, then maybe a drop to 90% boost. Though any lower than that might not make it worth it.
  6. Man, I haven't even played Tower Wars with Super Weapons yet, lol. Also, I just noticed something random, which might be the cause of new people always asking how to download EleTD... Description of "Past & Present Versions" says - "Get all the official versions of Element TD here!" That's technically not accurate because you can only get it off B.Net. You may want to looking into altering that description such that people don't get confused about it. By the way, when you say "fruit kills", do you mean the actual kills or just points?
  7. I support this with much gusto. Not the notepad idea, because... if people don't click it, then they'll never see it.
  8. A few bugs I've picked up on while watching a certain other person. Quark Towers - These... are glitchy now. They use a 2 second slow beam to hit a bunch of guys at 64 damage, pause a second, and then fires the beam again from the same point. This makes it worse than the 1 second fast beam because it's missing more targets like this. Also, the tooltip is misleading and should at least say 3 seconds if it's going to do that weird attack.Velocity Towers - Celerity is fine. The level 2, Velocity, does the new damage... at the old speed. It's horrible right now.Flamethrower + Money - This still isn't working. It's really problematic because that's a great 4-elemental combo build, where flamethrower really relies on single target damage, and unless you grab laser instead, the money tower's ability to get extra gold doesn't work, therefore making it a not-so-great tower. Some other random bugs I've gotten over the last few months, one of them might be player specific (I always go orange, player 6). Mildew Towers - There is a specific spot (orange, player 6, have not tested it on any other spot) where the mildew tower's shot will fire to the point where it's supposed to return, and instead of returning, it goes on. Far left of the middle island, bottom side of it. Place a Mildew Tower there, and when creeps come down for the second pass on the bottom side, it will shoot them (when firing approximately straight down) and get this bug. Sorry, I don't have the access to post a screenshot or replay of this right now, I'll try to get one up later.Jet Towers - Using a specific timing (I have not entirely figured out what it is), there is a way to attack ground is two spots at the same time. Something to do with hitting "stop" and "attack ground" again within a short period of time probably. It's weird, and if it's pulled off, it's temporarily overpowered (until you need to upgrade it to the next one). I outlined the bug here, w/ a screenshot. Once I get access to a computer that can play EleTD, I'll be able to test more things out.
  9. Wait, fruit slow immunity was a bug?! Man, IF ONLY I HAD MY COMPUTER RIGHT NOW. Lol. EDIT: Kay, someone let me use his computer and I did a wealth into infrared run (this time with super nova towers). Made numerous mistakes on the way and ended up with about 10k-20k less gold than I should've had by the end (unfamiliar mouse/keyboard messed me up a bit), but I still managed about 1635 fruit points on VH, something around there. Whenever I get my computer back w/ mouse and keyboard, I'll redo it and then post it up, hoping to pass 250 kills.
  10. This reminds me, first people were complaining about Hail when it fired 2 extra shots while it had 100 damage. Then it was changed to it firing one extra shot and it did 150 damage - it seemed better and was harder for it to solo waves. In Tower Wars, it got changed back to 2 extra shots and having 133 damage. ... what in the world was the reason for that uber buff? I've intentionally stayed away from using the tower currently because it just sounds straight up overpowered.
  11. Well, there's a problem with "all other tower wars" and "permanent income." Whoever gets ahead the fastest wins by default, with no chance for a turn around. However, I do agree that even though this system is flawed in that respect of when it gets down to a few skilled players. The only workaround I found was spamming one of the composite units that had a good cost/income ratio, and then once I had enough, start spamming the fruit of death. Though I don't agree that there should only be one workaround for a problem such as this. I suppose there could be a permanent income bonus applied to every player evenly, in addition to the current system. I'm not sure it would fix the problem, but it'd help. One of the problems I'm finding with this version of tower wars is that I feel there's not as many options or strategies as the original tower defense. Sure, all of the original towers are there, but the options for killing the opponents... it just doesn't feel nearly as in depth as the original tower defense, where there was so much to explore, and even after learning every single tower, there's still more to find. I'm just not getting that same vibe from this version of tower wars. It's a different experience that I think brings a lot of new concepts and ideas to the table, but it just isn't quite there yet. That's my opinion on it.
  12. Yeah, it's the lack of interest upgrades. I think I'm currently holding the record with 154 fruit kills (have not been able to replicate that either). It's still very impressive to get over 100 fruit kills (not points) on VH. I just tried a build actually, using flood/well/death towers (and corrosion/hex for damage amp), and it got me 108 fruit kills.
  13. Currently, the way things are with the Fruit Round, because they slow immunity, defenses based around slowing end up failing miserably after about 40 fruit kills (VH). However, if slow immunity were to go altogether, slowing based defenses would probably wreck the field completely. Having the fruit speed up to counteract this would make non-slowing defenses fail miserably. What if Fruit instead are affected by slowing just half as much? There'd be an equilibrium between slow/splash and damage amp/single target defenses. It may not be completely balanced, but it'd be better off than it is currently, where haste/flood/comet and pure light/dark/nature win by default (or, in the case you have enough, mass infrared).
  14. TORRENT LAG REDUCTION GONE, WHOO! Well, haven't tested it, but I'm glad to see it on the notes page. Twill have to try the latest build of Tower Wars later or something.
  15. Gonna just toss random ideas related to original in this post Rather than having "Undead, Fast, Image, Mechanical and Healing" as part of the standard, they can be part of the combo abilities. Image would be Light+Dark (Trickery), Undead would be Nature+Dark (Death), Healing would be Nature+Light (Life), Fast would be Fire+Water+Earth (Haste), and Mechanical... frankly, I don't know what it'd be. I dunno, that's simply based on the towers and can be changed. This would allow you to still have two menus, but instead it'd be "Dual Combo Types" and "Triple Combo Types".Keep the difficulty levels.Whatever the targetting system is, it needs to make it such that everyone is hit every round. No one would get hit by more than one person in a round. If possible, I'd make it based on EXP somehow, maybe the highest level player cannot target anyone except the lowest level; lowest level can target whoever. I dunno.Start with a Level 1 Element. The plus side, it'd get the game going faster. The downside, people unaccustomed to standard Element Tower Defense wouldn't have a chance to get familiar with the standard gameplay.
  16. (Repost of one from Ideas forum, since that forum can't be seen by guests) (Do note, this would require a lot of work and probably several months of work to get this off the ground. But, I think it'd be worth it, and it'd be something different from the standard Tower Wars games) Before I get to the main meat of this, the idea would first require a rework of the game to start with. Let's start with the UI. The elemental picker would still be there, but it would not have a multi-function spawn creeps. It'd be just like normal EleTD, inclusive of the waves. Every 60 seconds (this can be changed), the next wave is automatically sent, and you'll be able to choose what's sent next wave (as for targetting system, let's just say it hits the next player in line for now; this can be changed). There'd be a menu to choose the creep type (composite, light, dark, water, fire, nature, earth), and then there'd be two more menus. If you pick one out of one menu, you don't get the one out of the other menu. One of these menus would be your standard creep abilities - normal (gives +15% hp boost or something), fast, mechanical, image, healing and undead. In other words, this is a Creep Workshop, where every wave, the creeps scale with wave number (just like it originally is). That third menu is what makes this go nuts - just like how combo element towers have special abilities, creeps will be able to gain special benefits based on what element combo you have. They would not necessarily be based on the tower itself; they also wouldn't necessarily have the intent of killing the opponent. Here's some examples below (not necessarily what they'd be, just ideas): A Light Wave w/ Light+Nature (Level 1) Bonus - Every 15 creeps killed by the target would give you +1 lifeA Dark Wave w/ Dark+Water+Earth (Level 1) Bonus - Every 5 seconds, creeps will shoot sludge out, slowing the attack speed of nearby towers by 10% for 3 secondsA Nature Wave w/ Nature+Light+Earth (Level 2) Bonus - Every 3 seconds, a creep will gain a 15 second armor bonus that increases their damage reduction by 30%A Fire Wave w/ Earth+Fire+Light (Level 1) Bonus - Every creep killed by the target sends back a 25% bounty bonusAn Earth Wave w/ Earth+Nature (Level 3) Bonus - Every 10 seconds, a creep will back up by a range of 6 and slingshot forward at +200% increased speed for 3 seconds (lolwut)A Water Wave w/ Fire+Light (Level 2) Bonus - Every 5 seconds, creeps hurl a bolt of lightning that bounces up to 3 times, dealing damage to the primary target. Each jump deals 20% more damage. (Tower destruction?)A Nature Wave w/ Dark+Light (Level 3) Bonus - Every 3 seconds, a creep will clone itself. The clone has no bounty value, and it lasts for 15 seconds.A Composite Wave w/ Nature+Water (Level 1) Bonus - All creeps move 10% faster. Once again, these are just examples and by no means represent the final outcome of what it would actually do. As you may have noticed, the first five examples had buffs applied to an element as part of the combo. Life buff applied on a Light Wave or Gold buff on a Fire Wave. However, the later three examples were completely different. In other words, the combo buff does not have to be applied to one of its component elements. So long as you have elements, you could apply a Storm buff (Light+Water+Fire) on a Dark Wave. As for income, you'll notice that as a result of picking the next wave, there's no cost for it. There's multiple ways to implement income in this, but keep in mind that so long as income is a primary function of a tower wars game, people will assume it's the main thing to go for, and everything else that seems cool about the game will feel like a gimmick. My suggestion would be another addition to the UI - you can send extra creeps to the enemies per wave for an extra cost. However, this would increase your income based on the number of extra creeps sent. You'd get the income upon wave completion. With every wave, the cost/income would increase slightly. Obviously, it's a little detrimental to try and income spam right off the bat and instantly get ahead, because then you'll die when others send too many creeps at you. So income in this case would be a sub-factor - it'll affect the game, especially in the long run, but it won't be something that's smart to rush (example, level 3 elements aren't smart to rush either, but at the same time, it's possible (I've pulled it off in standard EleTD game, Light 3 by Wave 16, lol)). Fyi, income would be the type of difference 2% interest makes. Maybe less, but definitely not more than what 2% interest is capable of. Countermeasures - obviously, people will look at the person they're targetting and try to spam the same types of creep abilities that'll kill them. There are ways around this, but at the same time, only the experts would be able to handle situations like that. To make the game a little more newb friendly, you can only send the same ability once every... oh, somewhere between three and five waves. And to truly allow it to be newb friendly (aka, level of classic EleTD), the system can be completely randomized - it'll send a random elemental/ability type if you set it to be (and in the case the targetting system allows you send to specific players, there'd also be a random option as well). ------------------------------------ All in all, this wouldn't be your standard Tower Wars. Mainly, what I'm looking for in suggesting something as crazy is this is something that has as much depth (if not more than) as the original EleTD. There are a bunch of different Elemental combinations, strategies and play styles you can conform to, and even after years of its existence, people are STILL finding awesome combinations and the like. This idea for a Tower Wars game would amp the competitive level and keep that same level of depth that the original EleTD while adding an offensive element (pun not intended). I'll try to make this idea a little neater/more organized down the road. I'm aware I'm also missing some things, ex: Damaged Towers and Selling (assuming tower destruction is even in), what happens when your creeps kills a player, does your creep pick get locked in 10 or so seconds before the wave so that the target player can see what you're sending at them, etc. etc. Fyi, I'm not pushing for this idea unless the current state of Element Tower Wars doesn't do so well. But nonetheless, questions, suggestions, comments, etc, fire in the hole.
  17. Believe it's called Blitz Tower, not Wrath Tower (unless you changed that). Also, regarding the buffs on Money/Blitz... HAHAHAHAHAHAHAHAHAHAHAH Okay, I'm done. Are these balance changes applied only to the tower wars mode? If so, I'm fine with them. But if they're applied to classic as well......... I don't think the flamethrower or hail tower changes were necessary.
  18. Yeah, there REALLY needs to be something done about players not getting targeted. This might work - you know when you target someone and try sending 60 creeps but it says that there are too many creeps? What if it then decides to auto-send it to someone else that doesn't have any creeps (except yourself, obviously)?
  19. Prior to playing this myself, I was under the initial impression that as you send creeps, their health and bounty gradually gets higher and higher. Their income and cost wouldn't increase until you unlock tier 2. Tier 2 would give you your standard summon, fast, undead and image; all of them costing the same and granting the same income level. This actually would make it harder for someone ahead to stay ahead. However, it's instead like a standard tower wars - each creep up, regardless of tier, is stronger than the previous creep. So varying it up with a different type of the creep (image, mechanical, etc) becomes almost pointless because in the end, only the strongest one matters. Therefore, whoever gets ahead is sending the strongest creeps, which grant the highest income; therefore, automatic victory. Speaking of income, I looked at the incomes of all the enemies - the percentage of income amount compared to the cost should get lower with each one. This would give incentive to send out lower level creeps. Right now, it's staying about 50%, give or take some. Example, within tier 1, the lowest level Light is the Great Interceptor, and the highest level is the Sun Ray. Let's compare their hp, costs and incomes: Great Interceptor - 25hp, 4 minerals, 2.5 income2.5 is 62.5% of 4 Sun Ray - 201hp, 29 minerals, 20 income 20 is 68.9% of 29 Well, the second you can afford it, might as well grab the Sun Ray. Actually, the Great Interceptor's percentage is too high compared to tier 0, the Interceptor's. The first creep should ALWAYS have the best percentage ratio. Right now, it's 50%. Every creep after that needs to be lower than that, or else you will see people skyrocket the second they hit tier 1. As for the hp, honestly I can't really give my opinion on that until the game has been balanced some more in terms of income and the like. I understand that the income system of game a little different from most tower wars games, but if you're going to use similar concepts, the game still needs to follow the same balancing formula that's worked best for all standard income-based tower wars games. It's definitely shaping up to be a great game with each new revision, so here's to hoping for a successful release! (NOTE: None of this is my backup suggestion. I'll post that one later after some more thought is given to it.)
  20. 0.86d - VH, 154 Fruits, 1078 Points Element Order: FELFELFENNN (first five can be any order) Went for wealth towers, switched over to infrared in the fifties. Quite a few saves starting in the twenties. See original link here - IT'S OVER 1000! Replay done in VersusAI in order to have no lag when playing. VH _ 154 Fruits_ 1078 Points.SC2Replay
  21. I do recall seeing a WC3 replay of spamming mushroom towers that was insanely fast paced, and I think that's when I started to pick up interest abuse by constantly selling grenade/ray towers. It was probably one of those two. There's actually one thing that irked me in the beginning of the replay (almost hit restart as a result). See, I've been trying to get +2 minerals in interest from the time of the second income when the first wave starts. I finally got it that one, but at the very end when I'm putting down the ray tower, I botch it and place it a split second to early, making me lose that extra +1 that usually never get. A lot of people probably think "oh, it's +1, what does it matter?" I dunno, what does a networth of over 200,000 matter? No offense, just pointing out that every little thing in this game makes a difference. I also almost lost the replay; wouldn't let me save in the end. Thank god for auto-saved replays. Whew.
  22. 0.86d - VH, 154 Fruits, 1078 Points Ooh, I wish it was over 9000. That's kinda impossible. Anyhow, I had as close to a perfect run as it can get. Interest abuse doesn't go past the top-right corner of the labyrinth. Started off with my typical abuse of selling ray/grenade towers prior to interest, got a Wealth Tower on 31 and rode on that for a while (now you can see how to kill a whole wave with a single Wealth Tower! Don't try it in multiplayer though, you'll die). Once I got Factories, I went for nature for the last three picks. Had to grab a pure... something, so I got fire, sold it remembering that I need something better for 55, and got a pure earth instead. Lost a little bit of money there. Just BARELY got through 55, and 58 was even closer (go incantations and factories, whoo!). Rolled 50 lives into the fruit round with soooo many saves throughout the waves. The only BIG mistake was that I focus fired a high health target during the fruit round (using pure natures) instead of killing the 10 super weak ones that followed. I didn't grab any nova towers because of fruit getting slow immunity about a minute in. So... does this replay mean that infrared towers are getting a nerf? (Replay done in VersusAI) VH _ 154 Fruits_ 1078 Points.SC2Replay
  23. With the replay that I'm about to post up for VH, it MIGHT be possible. Oblivion was everyone's favorite... till it got TOO nerfed. By too nerfed, I mean that it's kinda mediocre. That, and I hate trickery towers. Everyone else seems to love 'em; I just hate them.
  24. Doh, misinterpreted and thought you got 236 ACTUAL kills. Should've known it was points from the beginning. I'm not sure it's possible to get 236 kills even on Normal. That asides, great replay, and we totally need to play together. Moar randoms... just so long as I don't get the combo I hate most (Light, Nature, Earth, Dark).
  25. Ah, you're right, they do get those abilities over time. However, they also gain slow immunity, which pretty much makes single target towers (cough, Blitz) the best towers for fruit.
×
×
  • Create New...