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Everything posted by WindStrike
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In place of extra interest and resell, it could be a Bounty Increase by say, 10%/20%. Problem is that unless SC2 actually counts decimals in resources, it kinda doesn't do anything in the earlier levels; on the flipside, it'd help prevent early gold advantage therefore resulting it ridiculous amounts by the end. I dunno if the devs have figured something out in place of resell, but I figured I'd toss the suggestion. Alternatively, it could be that every 10th/5th kill gives double bounty or something. As for random mode, I'm personally for it still skipping anything that's not an element choice or a pure choice.
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Oh really? I'm just gonna blame an outdated source on that one. Anyhow, still think Infrared needs the range buff due to its limitations.
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Currently, Poison and Infrared towers are 10 range, and there's only a handful of optimal spots that allow them to make full use of their abilities (constantly shooting the same target), and to fully support all of those areas for just a few spots just seems too much. If they were buffed to 12 range, they'd be more consistent and there'd be enough optimal spots for them. Especially Poison tower, it feels underpowered; I've never managed to make anything out of a poison tower in-game.
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Currently, for wave order you have Normal and Chaos mode. Blind Chaos would mean Chaos mode without being able to see what the next wave is. No point in blind normal once you've memorized the wave order. Thoughts? ... could make a really hard challenge out of Extreme + VH + Blind Chaos.
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Keep in mind that in multiplayer, you wouldn't be able to interest abuse to your heart's content... well, unless you do standard mode, but I hate standard mode, so in competitive, due to not being able to interest abuse, you end up with half as many towers and it's heck trying to kill a Fire 3 with Dark 2 stuff. Tried it on very short mode just to see what it's like... it's still possible to win w/o using combo towers, it's just that much harder. You pretty much had to find a way to keep all of your lives until the last few rounds, because that's when you just won't have enough towers to kill everything. On the other hand, trying to win using only two elements AND using the single dual tower makes it much easier to pull things off.
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There's two ways of doing pure elemental rush. I was just doing this to see if it was possible to win without using combo towers, and it's definitely not viable in a multiplayer game. You'd die trying to kill the level 3 most likely. Maybe not, it might work, I dunno. Though you could always tweak it and grab a bunch of magnify towers to slaughter everything so that getting to a pure tower isn't a problem. The other way of doing it is to max resell and grab level 1 of every element, spamming a bunch of triple towers until you get grab a pure essence at 45, and then just pwn the rest of the game with periodic towers and all of the level 1 support towers duplicated for each spot of the maze. This will work well, whether it's interest or resell.
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There is one thing you can do better with resell than interest. Winning without using combo towers. Yeah, I... actually did it. VH, screwed up a few times, it's supposed to be possible to do it without losing a life. Element order - F1 Resell Resell F2 D1 D2 F3 Pure Pure D3 None of the leaks were intentional, it was simply me playing too risky... especially the double leak on 51. Somehow managed to get 17 fruit kills. NOTE: It's a VersusAI replay, ran it in offline mode. I figured I'd go ahead and post this up for the lolz before something replaces resell. No Combo Towers VH_ 17 Fruits.SC2Replay
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The reason that lower difficulties have lower interest is because at very easy, you can still camp the front entrance with the strongest towers without having to hoard anything. Heck, it can probably be done with half the money you get. When it was at 2%, it was really easy to eventually spam the entire map with the strongest towers and win the fruit round without a problem, even when getting points at 1/5th the rate of very hard. Besides, enemies are at what, half health and no damage reduction? Shouldn't have any issue even with 1% interest. The same thing kinda applies as you go up the difficulties. Very hard is meant to be very hard, not just something you can interest abuse and win with sheer numbers. Now you need an actual strategy, and if you don't know the best placements for your towers, you won't win. As for resell, I personally just ignore its existence just because I don't like it, unless I'm doing a pure tower rush. It's still possible to beat very hard without reselling or even 3% interest, you just gotta figure out a build and strategy that'lll work. Though I admit it's considerably difficult to win on Random, especially if you don't have a level 2 triple by round 50.
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About the only thing that resell works really well with is a pure tower rush. Otherwise, its uses are for very tedious means that derail the game from a tower defense to... who has the highest APM.
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As much as I am against interest, I'm also against resell, because it's apparently "mandatory." If you don't get resell, you fall behind in gold really fast. It was the same problem with interest. I suggest adding something in place of both that has as equal impact to the game as grabbing any of the elements, rather than something that has to be gotten early game, else you're screwed. Though, resell does get screwed over in Race and Extreme modes, those are kind of less played to begin with.
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I do like that idea that it fixes the problems regarding random mode. Gave it a shot and I was glad to not see interest pop up as a choice, which typically would've screwed me over in random. However, the resell... doesn't seem worth it to me. I still haven't actually tried it out, but the fact that you lose two element picks for maxing resell seems excessive. Interest, we all knew it was busted. But resell... if you never did any selling to begin with because of knowing what the good tower placements are, what's the point? Unless you're doing a rush for periodic tower, it feels like pretty weak choice overall. On the other hand, it suddenly makes it possible for me to try that strategy out of trying to win using only non-combo towers.
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I gave random mode a shot, and resell still shows up in the Element Pick Tower, but it didn't pick resell once, and I was playing All Random with someone else, still no resell. So I assume it just skips it altogether.
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Variable interest ftw. I feel like it just fixed a lot w/ mixed difficulty balance. However, when you get the interest a second time, would it be (VH+H) 3% * 1.5 or just +1%? I gave Orbit Tower a spin, it's pretty sweet, and visually it's awesome, especially when it zaps things as the orbs pass over the enemies. Great job on it! Still gotta try out the new Drowning Tower. EDIT: Okay, after playing around with the Drowning Tower... it may be a little overpowered. The damage output is fine; the problem is that it makes unit types (ie, mechanical, healing, fast) pretty much void due to being able to switch between everything. Maybe it's just me, but it feels a little cheap not having to worry about killing healing units and killing undead units.
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They're best as a support tower. Don't get more than 4 of them (3 is the recommended). It's better to get something else first, then add in Gold/Wealth towers as support. They do high single target damage and have high range, and they're great for finishing things off. A combo you could try is getting wealth towers alongside the dual combo towers you get with wealth towers. Electricity, long-range fire type towers that hit multiple targets. Quark, towers that hit things in a radius, amazing on peninsulas. And Forge Towers, which boost damage. So you use the duals to kill the majority of things then Money/Wealth to finish the enemy off. It's a triple element combo that can work pretty well, if balanced right placed properly. However, do note that Wealth Towers pretty much become useless within the last five rounds, at which point you'll have two pure lights covering high single target damage, or something else, depending on your build.
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Well, I think the reason for wanting no interest is for strategic reasons - rather than who has the most gold and the best strategy, everyone would have the same amount of money and would have to build a defense better than other people's. I personally could care less for a Casual Mode, I'm not the one asking for it. It's just a suggestion I'm making on behalf of many others I've heard complaining about interest.
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As I've been playing, I've been noticing that some towers lag considerably more than others. This doesn't really happen in singleplayer, but moreso when it's 3+ players. Vapor (F+W) - High when hitting lots of targets at once (10+) Fire (F) - Medium Ice (L+W) - High when it explodes Well (N+W) - High, electric visual Forge (E+F) - High, electric visual That's just off the top of my head, if I notice others that lag a lot, I'll post 'em up later.
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Celerity towers, often times to make them useful, you have to constantly target the farthest guys. If it were possible to cause them to always shoot the farthest target, that'd take off a lot of seemingly needless clicking.
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I recall in the Warcraft 3 version that once you reach a certain level when playing in random mode, it won't give you level 1s. Are there any plans for bringing this back?
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As much as people love interest, I've heard just as much hate for it. People that don't like the idea of hoarding all their gold or constantly selling towers a second before the interest comes in and then quickly rebuilding them (namely cannon/ray towers or random mode). That is, a casual mode that axes interest for players that don't want to do a whole lot of work for abusing that interest bonus. Yes, interest does add an interesting element to the game, but for a good amount of people, it may just be too much. Though as a result, it'd probably be impossible to beat Very Hard, unless it rebalanced the enemies.
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For the creep block, does it simply block the sender from sending more units at a time or does it block everyone? Things could be quite unfair if multiple people decide to target one guy at once. Though I do find it hilarious that it's possible to kill yourself. Speaking of which, if you kill yourself with your own creeps, where do they go then? As far as balancing goes, I can't really say until I've played it, so I'll keep those comments till then. EDIT: Lol, thought page 2 was the only page. But nonetheless, it looks like an amazing idea. I look forward to it.
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First 20 are definitely a little too easy, 21-40 is fine, and then for some reason, if I didn't utterly annihilate 40, 41+ will slaughter me. I am noticing that it is considerably difficult to win on Very Hard unless you pick between only a select few strategies. It seems that you need a level 2 triple by the time you hit 41 or it's death.
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Funny part is that the Earth+Nature dual tower solos them up through 18. 900 seems fine, I have no qualms with it.
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I've done a lot of "host picks options", and when it gets to difficulty settings, it gives it twice. First, it allows me to pick any of them. Second, it then allows me to pick whichever one I picked then the ones higher than that. However, other people were apparently able to select lower difficulties than the initial one I set, which I assumed is the minimum difficulty pick. Is this supposed to happen?
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There is considerably more lag on the lava and creep areas than the other areas. Just by mousing over it, the screen sccroll wasn't nearly as smooth as other areas. Yellow (player 5) also has a little bit of extra lag on the rims. It does look very good, but to an extent, it is affecting players in those spots.
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According to its description, it gets a +11% attack speed bonus every time it fires and up to 20 times. Starting attack speed is 1 and it's currently dropping to 0.66. How many times is it shooting per game second time? 1/0.66 = 1.5151... If it the attack speed increase is static from the base speed, that means it's only increasing by 2.7575% per shot. If it were really increasing by 11% per second, it'd total a +220% increase (1 + 2.2 = 3.2), so 1/3.2 = 0.3125, which should be the actual fire rate by the time it reaches 20 attacks. It is currently shooting at less than half the rate it is supposed to reach.