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BloodyOrange

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Everything posted by BloodyOrange

  1. Electron tower (upgrade of Quark tower) come in in a weird state when you can both increse and decrease its speed and it doesnt attack at all. Same for the Atom tower.
  2. I found another two things connected with the trophies. They are really minor, but its better not to have them =P -the description for Fire elementals is Boss - Fire, whereas all the other elements have it i the format Element - Boss (Nature - Boss, Water - Boss etc..) -Fire level 2 and Water level 1 talk, whereas the others dont (originaly all of them talked, so i dont think its intended)
  3. Also it has armor and shield armor and it seems like it does same damage to every element (or it doesnt display it)
  4. 1.) since i wanted to try both new towers in the first game, first i rushed for quark and than continued with magnify. That means i got to it on lvl 20. From than i kept using it for the rest of the game. 2.) yes, i somewhat did =) It reminds me of the old laser tower (from WC3 EleTD, lower demage with higher distance) except for you have to micro it. That means you can tell it "attack only the close creeps, so the demage is higher", but if you dont use it well, it becomes uneffective. 3.) yes, i like the idea of a micro tower, unless there are too many of them. 4.) it seemed pretty effective to me. I didnt rush to it, but still the demage with the lowest range was high enough to instant-kill a creep and it was an amazing leak-catcher. 5.) theres only one thing really - i think 5 layers are a little too much. 3 would be just enough in my opinion, since the difference is not that high and eventualy you end up losing only layers 1 (when there are still some creeps running around it) and 5 (when the only creeps left are too far away). Also it doesnt show range, which is a quite significant problem for this kind of tower.
  5. The Nova bug is pretty weird. In one game i had 2 of them. 1 was at the cliff between start and finish and it was ok, but the second, in the middle, had this bug. Does it mean it depends on placement? Or could it mb depend on what you upgrade it from (mechanic confict)?
  6. My suggestion is pretty much what i said in the title: I think towers should show range while you are building them, so you can place them properly. Sure, upgrades usualy have different ranges, but it would still somewhat help and its not so hard to implement =)
  7. Vapor tower (dont know about its upgrades) doesnt show range
  8. Problem: I think we all agree that its currently impossible to use it effectively if you want to do anything else and takes too much apm (if you rush for it you literaly have to press the button every single second). If you set the autocast, it overkills a unit once per 10 seconds and in the rest of the time its pretty much useless. Solution(?): Autocast basicaly means "use the ability when the tower has max charges (7?)" Instead of that there could be a button to set how many charges in needs to use it (7 in default, if you press it, it changes to 1 and adds 1 for every following click) What do you think?
  9. Darkness lvl 3 badge is too big (like 10 times bigger than all the others)
  10. Remember the bug when some units were facing the same direction all the time wherever they were going? It has been fixed in 0.1 or 0.2, but still, when the unit is undead as well (like dark immortal) it again faces the same direction all the time after reviving
  11. Searching for it doesnt work, but if you have played any version already, go "create game" and "recently played". There you should find it 100% (Dont forget you still have to play it in single player)
  12. The Dark Immortals are always facing down. It might be intended, but I dont think it is.
  13. Well, helix hits only one creep, but if you have frost tower and theres only 1 enemy left, it wont EVER hit it. The projectile is very slow and it targest the original location of the unit. I dont know if it is intended, but since i bought it as my first combined tower, ive found it quite anoying =P
  14. Can't think of any particular builds now, the problem is mainly in the early game. Sometimes i think "hey, it would have been better if this tower was attacking this creep instead", but nothing really that big. In theory, if you had some tower with very high damage, that would leave creeps with like 1% hp left after one hit (again, usualy in early game), than 99% of the tower effectivity is lost. I dont understand the advanced SC2 editor options too well, so I thought maybe if it is something easy to implement it would be nice. Its nothing essencial, you can still control the towers manualy to avoid some extreme situations =)
  15. Actualy, if you think about it, is there really a need to have a builder? (except for hero mode of course) Theroreticaly, the whole tower building could be done from the UI! In fact, im quite surprised, nobody has used this method yet in TD...
  16. Is there really the need to transfrom Builder/Hero? Couldnt it be just Hero able to build towers (which is disabled when you enter a territory of some other player)? If you really want to use the transformation method i would increse the cooldown a lot, or else theres no gameplay reason for that.
  17. Like your idea to work with UI a little more. Efets for elements you pick (as you suggested) would look really cool, but im not sure if you can add some picteres too it during the game (unless you want to make one for every single combination, which is not a viable option im afraid). Someone more experienced in UI editing will have to check that out. If it isnt possible, we could atleast make the UI a little more elementalish =) However, we could use the UI for some other things as well. For example we might move the tower query from the builder to the UI, which would allow us to make towerbuilding easier and faster by giving the builder only the tower menu (when you click him, you imediately have the tower list instead of the basic commands (which mostly have no use for the builder))
  18. Ive been having problems with this in WC3 as well, especialy in early game. If you have a lot of single target high damage towers (lvl 3 arrow, or however they are called in SC2 =P), they all attack the first creep to come, even though just 1 would be enough to kill it. This causes a lot of effectiveness to be lost (as well as lives eventualy). My idea is to make it possible to chose target priority for each individual tower. Make the possibilities like First (original)/ Last (for the reason i said before)/ Strongest (=most hp left, useful for high damage towers)/ Weakest (for fast attacking towers to finish low hp creeps)/ Fastest (useful for slowing towers, so they change targets automaticaly) Do you like this idea? Do you think its possible to implement this? Do you think it would change gameplay too much? Or something else to add? Feel free to comment PS: this idea is not originaly mine, ive seen it in Vector TD (an online flash TD) and it worked there wery well.
  19. I noticed this one myself. If i remember well, lightning tower used to hit the creeps in the right lane when placed in the middle, which weakens it quite a bit. (it has the biggest effect on these critical ranges)
  20. Ye, noticed these things as well. In fact you can always control them, because they are yours. Towers dont attck them as well. Interesting thing is, that more advanced towers have more hp, but it still doesnt indicate the cost. What I was thinking is, maybe even towers are efected by the difficulty? This is for the critter models. They are made like this, so they dont get in way in melee. Should be removable tho.
  21. So, did it get released? (I expected some kind of big anouncement) =)
  22. BloodyOrange 998 EU Count me in
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