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Rai

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Posts posted by Rai


  1. The thought of doing this is enough to give me nightmares >_>

    That and I believe Karawasa wanted it to spin only one way so that positioning would be an important choice.

    isn't there only 3 u-turns on the map ? with the low range it would equal a maximum of 8 spots that make it work "100%"


  2. if u dont want to hoard or cannot handle sell/rebuild u can just not do it ... problem solved.

    players who are not that "casual" have a bonus which is pretty fair.

    ur basically asking for less difficulty if u r a slow player ...


  3. i can only refer to very hard:

    first 10 waves, maybe even 15 are way too easy in comparison to the wc3 version.

    first 5 can even be insta-killed at 12 oclock which is a very-hard-NoGo imo.

    then there is another significant step with the biohazard trucks, making these and the following pretty hard (which is what VH is supposed to be)

    overall it's mostly the mechanical or speed-levels that gimme hell.

    I play vh random for balance-issues, so this doesnt refer to any BO or effect concentration.

    I try to use every tower/effect i get from it at the optimum positions and make em all support each other in the usual strategy-way.


  4. too drastic, maybe 1.2 ^^ i still think grenades are too strong, not rays r too weak ...

    quick edit: dont quite remember, but wc3 feeling was that rebuilding 2-3 times with any low tower was normal for first wave.

    needs testing


  5. very hard - spam front with grenades and kill every creep within 10 tiles of way ... seriously, that MUST not work.

    I agree that grenades get worse with speed, healing or mech but its just too easy build`n`selling with them early to get ahead.

    since ray/gren are rarely built or only an addition after level 10 balancing them on early waves is critical imo.


  6. its just that it wasnt possible in wc3 to spam front with grenades in VH ... so they r better than in wc3 for what reason ever -.-

    many things look the same like in wc3, but it seems this sc2 version needs to be newly balanced.


  7. i am wondering about the balance between grenade and ray towers, grenade seems to be significantly better on early waves - esp seen in multiplayer games where spamming the front is common

    Edit: even on very hard one can spam the front with grenades and wont leak, that should really not be possible imho.


  8. seems to me that when i press host voting and normal dif, it demands another dif-vote without the easier 2 in the voting window. happens everytime i start a game and choose normal dif


  9. just played a game with novas:

    if u put 2 next to each other, the latest built works, the older one malfunctions.

    or

    the one that shoots first will work, the other will not. then it would mean nova towers cant attack a unit that is being attacked by a nova in that instant.

    starting it manually will bring back normal attacks.

    heres the replay, hope u find out from it.

    more bugs:

    killing the first unit of a wave very early (e.g. no units of the current wave are left) will make the next wave start early (except undead and image waves).

    flamethrower tower: some units get hit with napalm, but didnt take damage from it's shot.

    clones of periodic towers cost essence.

    cloning tower's clone ability resets upon upgrade, clones survive when cloning tower is sold.

    when will there be a new version ?!?

    keep up the good work!

    novas.SC2Replay


  10. Obliteration/Annihilation do the same damage

    Death (D2N2) reads to upgrade with D1N3

    Barb tower upgrade reads 6 dps, tower itself reads 30, which is correct ?


  11. 1. What wave did you begin using it on?

    16ish

    2. Did you feel like you had a clear understanding of how it works? If not, what about it was confusing?

    yep

    3. How do you feel about the manual-click reload option? Do you think it makes the tower more fun or less fun?

    since its ony every 14sec its kinda "i'll do it if i remember, but tower will work without it" - WHICH IS GREAT ^^

    4. How do you feel about towers with clickable abilities in general? Have you ever used one (in any TD) that really stood out to you as good? What made it enjoyable?

    clickable options should allow to boost effectivity like <20%, everything else is too much work in that TD esp, since u have a lot more to do on random and other modes.

    5. Is there anything you didn't like about it? If so, what would you do differently?

    Annihilation upgrades with the same weapon/damage (BUG!!!)

    Beyond that. Feel free to contribute any other thoughts, screenshots, replays, or anything else you want to share. We want to make sure every one of our towers adds something meaningful to the game and your feedback will be a major part of achieving that goal before release :)

    need to hide the auto-reload button so one can't disable it


  12. 1. What wave did you begin using it on?

    15, 14, 13 so many games i tried to use it differently

    2. Did you feel like you had a clear understanding of how it works? If not, what about it was confusing?

    why does it charge only when creeps around ?

    3. Was the tower "fun" to use?

    nah, triggering every shot by oneself during normal waves is a pain in the ass

    4. Fun aside, did it feel like an effective choice? Was it worth the investment?

    nope, good bosskiller though if u are at waves x*5

    5. Is there anything you didn't like about it? If so, what would you do differently?

    i still dont understand why it only charges when creeps around.

    needs autoshot function (with low dps whatever) or wont ever be used against normal waves. fruit wave is different though

    keep up the good work!


  13. since everyone else posted about this playthrough already here is my addiditonal stuff:

    DN 1,2,3 still shooting at an extremely high speed (as the numbers indicate)

    and there is blocked terain left on the map, gona try to upload screenshots

    post-3799-1305562574_thumb.jpg

    post-3799-1305562596_thumb.jpg

    post-3799-1305562611_thumb.jpg


  14. i'll refer to the positions

    1 2 3 4

    5 6 7 8

    4 has blocked tiles at the triple point and in the first u-turn

    5 has 1 blocked tile at the very bottom

    6 has blocked tiles at the triple point

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