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0rb3r

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Everything posted by 0rb3r

  1. 0rb3r

    Interest abuse

    I did that trick and ended up with 10 pures. It felt wonderful, at wave 60 i was like, die m. f´s. , die. I wont try it again anyway...
  2. 0rb3r

    difusion

    Late, but finally... \Signed
  3. Hi, I´m back to mess around the party. Why in the L name do you want to get rid of slow duals? I´m missing the point on the benefit the player receives for having no slow supporters as duals. Would that be any good at all? I.m.o. duals should have some decent single target supporters to - different way - boost the damage of good damage triples.
  4. You should pm Karawasa about that matter, he may autorize you to translate it and create a greek version.
  5. Yeah, that's it. I'm as well concearned that this system isn't offering much possibilities of strategy and is imbalanced in itself. It's "or you bet on fleshgolems or you don't use them".
  6. 0rb3r

    Hello fellas!

    Wow, that was a bunch of compliments to the game at once. I'm glad you like it. Have a look on our Strategy forum and you'll improve in no time. In the meantime, I welcome you heartily to the forums.
  7. Yeah, sounds good, but it will probably mean that the step between lvl2 and lvl3 duals will have to be more then x4. Well, we will see how it turns out. edited right away, duals, not triples. Thanx Cisz.
  8. I do feel that a maxed out single, dual or triple tower, should be something special, at least, you do require or 6 picks and/or a pure essence.
  9. We always refer to numpad positions, so, 3,6 and 9 are on the right side of the map. If you want to find out more, there is a placement-guide made by Cisz. Link here: viewtopic.php?f=2&t=161
  10. so, basically if you have 2 fleshies, 1 at 99 mana and 1 at 96 mana, you immediately get a level up and ONLY 1 of the fleshies is reset to 0 mana? thus, the more fleshies you have the faster they upgrade? This is bad. It wont be worth building fleshies then. Or you have a lot, are overpowered and suck badly on fire waves, or you just dont deal enough damage as you upgrade hell slow. If you manage it to have the fleshies grow at similar pace regardless the amount of them you own (like reseting mana for all fleshies as soon as the upgrade is reached) and make the effort be saved for PA, you get my vote. However, the system will still be a bit confusing imo.
  11. I do see problems on this, still, the option sounds good. How will it exactly work, as soon as an indefinite amount of flesh golems deal let's say 15000 of flesh damage, all will be upgraded to level 2 skill thanks to a permanent upgrade like the damage and armor upgrades worked in the four races in the main campaign (or like old Metal towers did)? If this is the case, I see a "all or nothing"-problem, or you haven't enough fleshies to upgrade or the damage per cost ratio gets too high. This could be solved easily by sharing done damage between all fleshies on the field (flesh damage/amount of fleshies you own, as soon as X is reached -->upgrade). I dislike that the strongest tower is the only one that counts and that your effort won't save up to the lvl2 tier, it is confusing and harms planification. I would suggest that instead of having the strongest Fgolem as "representative", it should give shared mana, making all FG's "representative", which means that the mana for all FGtowers is the same and represents a general damage counter-trigger, as soon as this general counter reaches goal, thus, mana on all FG's reaches 100(%), all FGtowers get upgraded. The damage-counter could be easily saved this way for PA's later on, translating the same damage to PA's with the only difference that PA's need much more damage counted to reach each level (basicsally, FG's and PA's would share the counter and if you have in ex. FG's at level 18, your PA's are at level 3). Please explain it a bit and i will vote. However, to me, the main idea is fully acceptable. P.S: FG=FleshGolem , PA=PatchworkAbomination
  12. So, basically what you did on: Is an average and standart derivation of all possible builds of "u"(dam/sec//gold) using known damage output and cost. Am I right? What I don't get is how you manage to know the dam/sec, are you ignoring range and location? Just being horribly curious about it.
  13. Well, it deals 3000 damage, not much but still something. Anyways, what do you think about the idea of making the chance% improving on collateral support damage after 2,5 secs?
  14. Why dont we apply instakill chance after 2,5 secs? Like: (Damage received during 2,5 secs after hit)/current hp it would do stack with woodoo and add a strategical tweak to higher hp levels when the drowning tower damage is just too weak.
  15. Corpse explosion sounds to me more like a triple. It really wouldn't harm to be a bit more specific on what exactly the tower will do to decide. But let me clue on the fact that Flamethrower needs a redesign as well and is not working out properly right now using corpse explosions.
  16. No aura tower plz, i'm with jolin012 on this matter.
  17. 0rb3r

    Spell Bringer bugs

    It's a Brandnew mode, it could'nt be perfect at first run, could it?
  18. 0rb3r

    Sandbox mode?

    Cisz, first: Its absolutely optional, secondly, its mostly thought for testing purposes on single, but can be used on multi to introduce the game to newbies, third, the game starts when everybody clicks "Im ready" or the host forces the game to start. It's an easier way to test placement and build, against a certain wave level and type of creeps, without having to greedisgood for lumber and keysersoze for gold and wait till the expected wave arrives. It would make it easier to learn from your strategic mistakes and polish the placement of players faster. What's wrong on allowing average players to become better easily? Without having to restart each time they want to test again? And with Statistics men! And if you fear that some smartasses will abuse of it on b-net testing 10 min. before gamestart then it can be made with a voting end system.
  19. jugutcheng, there is a place to post replays here: viewforum.php?f=30, attach them to a 'post', not to a new topic. don't start a topic for each replay you wanna post if you don't want to find out what Cisz does with the bad boys. I haven't heard about those who tried it anymore .
  20. @13est: I think he means that he wants to know which are the best builds for ronald hunting, if possible attaching an example replay. That's what you meant, isn't it jugutcheng?
  21. I don't see a reason for that, my laptop is working at frightening speed, and i'm using a program that cleans up unauthorized programms to run whithout me knowing it. There is till date, no game that i couldnt play, and all were lagfree. Nope, I don't need a new one.
  22. ma23, I think that such an option would be great, but will probably mean to overtrigger the whole thing which is bad for lagging issues. If each tower has a targetselection trigger multiplayer games will lag horribly (in case it is possible to code this idea, that is).
  23. 0rb3r

    Sandbox mode?

    (hypnotic rolling eyes ) YOU WANT TO PLAY 4.0, YOU NEED TO PLAY THE PUBLIC BETA, NOW, YOU HAVE TO PLAY IT NOOOOW. Back seriously, I was thinking of a building where the competitive building is, being able to do the most, gold & level choice working with a chat command and with a "I'm ready to start" skill in the sandbox building to notice all other players that you want to start the game because youre getting bored. It's a test mode for single players that can work as well on multiplayer as introduction. Basically, you choose most parameters and as soon as the host decides, the wave you set is coming out. No life loss. If you want to start the wave right away you have a button to do so on your own. This mode can be used as well to have a chat with the other plsyers before the game. Once everybody is ready, the dialog boxes appear to choose difficulty and so on. (On the very start, if you choose "Sandbox difficulty", all other dialog boxes are skipped unless the Sandbox period is finished. At gamestart the money is turned to 70, all buildings are destroyed and the interest counter starts. It's like the cheats we used for testing on the private betas but in a elaborated public version so everybody can test their ideas for builds without having to wait till wave x or being under preassure. Basically in the Sandbox mode: -You choose your gold, elements, actual creeplevel, creep type,... -You choose when you are ready to get the wave started. -As a prelude, there is no life loss. -As a testing mode, you can get the statistics of your last assault. -It will not interfere in the real game that starts after it.
  24. I have a quite similar problem on my laptop. For some reason as soon as the low consumption turns on, my pc stops responding and there is no other way then resetting the whole thing to bring it back to life. (I got Win XP as well) I deactivated all low consumption settings except the screensaver and now I'm doing fine, maybe this works out on your pc as well. I suspect that some programs use loops while the laptop tries to turn off the h-discs and even the "fatal error" is not appearing, blocking all input (mouse, keyboard,...) and making it imposible to "wake up" the laptop again. Dunno, but turning off low consumption did work out in my case, avoiding my pc to log out the matrix .
  25. 0rb3r

    Sandbox mode?

    Sandboxmode= good idea Golem= bad idea We dropped many ideas for Bigmac Ronald substitutes because one single spawn is not representative for the effectivity of a build. Therefor, a sandbox mode is a good idea but it would be better if the player can choose freely level, level type, elements and simulate a wave. So, basically a mode that could work out to introduce the game to newbs as well as working as a test simulation for your build. It would be nice as well to include the statistics as you mentioned, an option to use original wave settings or randomize other same level creep types, and an option to make the creep level stick or go on. A in-game difficulty change should be possible as well. This would be really helpful to test the builds. And if you get bored of testing, you can start a real game, nice.
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