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gwho

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Everything posted by gwho

  1. You have to admit ephemeral and celerity need reworking right? Currently, the common theme for both towers is: - diminishing damage, and requires micro to prevent this. but when micro-ed. they do average damage.... but eventually fall back in the dps race as wave # increases. so not good long term. This pretty much gives both the same role. worse yet, they both require water and nature, so it's like the triple tower store clerk slacked and gave you a "filler" tower instead of actually giving you true variety. So... to differentiate! 1) Ephemeral tower: leave as is. one tower of this sort is enough. (It's better that this tower is the one that remains the same b/c shorter range means sometimes you wont have to micro. micro comes in in the beginning or the end, when the tower will want to automatically shoot one target. Thus medium-amount of micro. celerity is not the case). 2) Celerity tower: depending on the distance, AOE will go up, but damage will go down. in the opposit trend, AOE will go down, but damage will go up. MICRO: A toggle switch to have this effect invert (so you can choose whether far distance will result in AOE up & damage down, OR whether far distance will result in AOE down & damage up. You don't have to micro 24/7. Not microing will just mean the damage is distributed differently for the most part rather than hard core punishment for not microing. Of course there can be NON-trivial variations and dps loss for not microing, but again, it's limited, and not extreme. Example in Action: So maybe you have several weak hp targets that you want to finish off. bam switch your celery mode to do aoe the farther the distance. Oh, just 1 or 2 targets with lots of HP about to leak? BAM switch your mode to hi damage, low AOE for farther distances. Role: Good for waves and for bosses. flexible tower. This tower's ability to divert and juggle AOE for damage or damage for AOE happens at far distances or close distances. medium distances is where you dont have an option b/c it ends up being the same. Low and hi range specialist. flexible tower for finishing leaks, as well as regular waves and bosses. _____________________________________________ voila. Both towers get medium amount of micro. Roles are differentiated. What do you say, Kurawasa? The remake is acceptable this time around?
  2. yea we'd need some advertising to get more pl on there what is it btw?
  3. gwho

    Flooding Tower

    why may i ask? simply just dont want support?
  4. gwho

    Flooding Tower

    percentage based Damage over time. nice...
  5. i use 3 as builder, (3 to me, what 1 is to most other ppl - middle finger ftw. 3a is so much easier than 1a. it also involves the least movement when reaching for a hotkey) 1 is my hatch/nex/cc, and in eletd, my element summoning tower.
  6. gwho

    Flooding Tower

    a finisher, eh. hmmm what does 5/15% mean? 1/3 of a percent stacking 5 times so 5/3 percent slowing? i can't imagine this is what you meant. queston: why do we want it to be a finisher? do u guys think about the elemental combinations and what other towers go with other towers for a certain combination? cause according to dg, it seems like a certain combination totally out does other combos. i dont exactly feel the towers are distributed as such either. like if you go NW, you can get this tower, celerity tower, ephemeral tower, and torrent tower. 3 of those are all single targeting towers. doesnt' seem very distributed to me. Having yet another single target tower for going NW is really beating the dead horse 3 times over. It's nice that certain elements have certain themes, mechanics-wise, but too much of that just leads to avoiding certain element combos altogether. i'd like to see at least one of these three NW towers turn into something interesting, less redundant, and with better distribution of tower types for going differnet elements. example of a heavily favored combo: FE this leads to haste, quck, and forge. hell freaken yeah. u can branch out with a 3rd or 4th element, but the "core" towers of these elements are really good. but the "core" of going NW is really crappy. General note: for balancing, choosing two elements, and giving each combo reasonably distributed triple towers is a good way to go about balancing the distribution of "good" triple towers. LD clone, oblit, and 3 other triple towers that are all generic damage towers. imo the 3 other towers suck, but the fact is that all the triple towers are of the same role: small aoe dps. Is this the fashion in which triple towers were intended to be distributed - similar roles for a given combination? cause NW for celerity, eph, flood, torr just seems like... why should i even get this? you get spring, which is the saving grace. i suppose if you're going to use torrent, ok, but idk why people would even bothter with the other three triple towers.
  7. waht does tat mean "get level 3 light fire earth asap" so rush for 9 elements? if ur having 4 pures at the end, how does the accounting work for getting pure essences? how many do u get automatically? pures are for later on. how do u survive to that point? whats the best way to go? quarks first? so L,E,F,L,E,F,L,E,F? in that order? or LELELE FFF LE? whats the order!
  8. nice. i think u have too many factories so that means the capability of this build is even higher than what you got do u really need earth towers for the fruit level? how does the dps calculations work out for comparison?
  9. oooo yeah, new players are always like where are my elements how do i get elemental towers etc. It took me a while to find it at first too. If it was by default on a hotkey, they'd at least look stupid for asking ^^. no really, it's for helping them.
  10. gwho

    Flooding Tower

    The CLAWWWW has expressed his dislike for this tower and how it was a merely filler appendix. https://forums.eletd.com/index.php?s=&s...ost&p=21185 We basically have permission and a commission to flood in some ideas to help remake it (hohoho pun originally not intended, then once discovered switched to intended. aren't I's clever) Ok. I felt like the name was totally unfitting. a flood makes you think of AOE and covering a large area...(kind of like the current torrent tower, anyone?) Mechanics: Anyways, the mechanics I was envisioning for this tower was kind of like Kunka's ability in Dota. A low attack rate AOE tower that summons a geyser to shoot up from the targetted location. Damage will be a small AOE, but this next effect will be single target: What it does is throws one target into the air vertically, essentially holding him in place (horizontally) and puts him further back in line. Thus it's great against stopping single targets by delaying it. It also is indirectly good for AOE b/c it will put that target clumped with other targets further back in line. (invulnerability while in the air might want to be considered for balance purposes). Other clever uses would be to keep the haste tower's buff alive. Not exactly a slow tower, but causes clumping in a unique and limited manner, while having potentially very kickass animation. Naming: call this torrent/tsunami call the current one flooding/tidal OK you can see how this is essentially a geyser, or a torrent. Rename this tower to Torrent/Tsunami tower, and rename the current one to Flooding/Tidal tower. It fits it better. This tower will be a "sudden violent moving stream/jet of water". But a skill with a huge ass aoe that u can charge up (as if it was charge up and held back a dam and thenreleased) is more fitting of the name Flooding/Tidal tower. (Tidal just sounded cooler than Drowning. credits to marche00123 https://forums.eletd.com/index.php?s=&s...st&p=21192) Would anyone like to take the ball from here and come up with ideas for the upgraded version of this tower?
  11. gwho

    Minor typo

    but it's so much cuter the way it is
  12. gwho

    Product Ideas

    2nd image is good. despite the simplicity of the 3rd image, i find it... sort of... lacking... I like that it's simple, but the finish of it... it's not quite right.
  13. What is the worst possible elements you could get if you're playing random mode? (excluding pure essence) - include final amounts - include order - what towers and why - include time factor example and format: 2 D 2 W 2 F 3 N 2 Interest 1) Water 2) Nature 3) Nature 4) Water 5) Fire 6) Dark 7) Fire 8) Dark 9) Nature 10) interest (low time) 11) interest (no time to even make it worthwhile) *comments about why your build sucks the most* - You get water and nature only the first 4 levels. this unlocks a dual support tower with meh damage so u can't really do much with it. itll also be kind ahard to afford the level 2 spring tower. - Fire next would unlock vacpor dual, infrared dual, and celerity. all of the towers up to now are single target, and any splash you have at this point is lower tier so they're useless. - Dark next unlocks jinx, erosion, which are good towers, but only if you have damage dealers. u really dont. new dual towers unlocked by dark are lower tier at this point. - Fire next gives you upgraded celerity tower. this is your one break for damage. you need to micro it, and it's still single target. - Then finally Dark. levle 2 dark is better than most other towers, with 16 range to pop trickling units, if you place the dark tower in the right side of the center area (location 5 by the convention that's analogous to the numpad layout). - Level 3 nature. boy, range 12, single target yipee. - Interests, but at the very end. you dont even have time to make it worthwhile you dont even get earth or light to unlock some other decent towers, even at the end. (things like slow towers and polar towers are good at the very end, evne if its just 1 level) u dont get periodic tower either. no haste, no oblit. What's your worst build?
  14. hmm we should play a game. what is the worst possible things you can get as random? include order. in fact, imma go make a thread right now
  15. you can use it as "guaranteed" finihsers. it's a single target tower that specializes in finishing off targets. u can use a few, while u have most damage in the front. why do u have to go all flooding? (that doesnt mean i'd use it, since picking those elemetns means u can't pick other towers.) light better the lower level the wave is. once u get to fruit, every tower will bve attacking all the range is essentially wasted. light has the lowest dps of all the pure towers if you are working under the framework that all towers are always attacking. in earlier waves this is not the case, and the light can fire longer which is why its better. but its the worst on the fruit level. perhaps if the pure towers are to be adjusted, the existing tradeoff btw range and dps is simply be magnified. but the correct idea is already there. be host, open to public, and force everyone to play on very hard ^^
  16. being host and forcing VH is one way to lessen people speeding up your waves. xp
  17. i think they want it while playhing... tho i dont see the point of knowing apm in a TD game...
  18. gwho

    II-2DFWE Build

    i just use haste towers as my single target dps instead of pures or periodics. going double interest theoretically allows you to spam the entire map with towers so that makes up for dps. eh who knows. i'll play around with the 3rd element. and the 6th.
  19. gwho

    II-2DFWE Build

    Build: int int W,E (for jet tower first) F (get haste) F,E (for upgraded forge) W (for upgraded haste for wave 41, water type) D,D (for upgraded muck and erosion) *bold = use Strategy: The End Game: So the idea is to rely on haste towers as your main damage dealer, since they are good at fruits and up to that point. so the build is lean. These adding D to WFE elements allow for coverage of haste towers's weakness, since haste is fire type damage, while nicely allowing access to a slowing tower and a damage amp tower. Get level 2 of all of these elements, for all level 2 triple towers. Place pure darks in the center, against the right wall, which allows you to get extra shots off on leaks. The forge tower is more damage amp. Comparison to N-FWE Build: Compared to the build where you add N instead of D (for quake towers for aoe damage and spring for attack speed upg), you get to upgrade damage amp erosion tower to 30%. You essentially get the same benefit of the spring tower b/c your dps is boosted by 30%, just in a different way. You also need less erosion towers compared to spring towers. It also functions the whole time, whereas springs and forges require a tower to stop shooting for automatic casting. Getting There - Surviving: Jet towers (or any other dual dps tower), along with pure darks are recommended as stepping stones stepping stone to haste towers. (You eventually want to get haste with pure darks to cover fore haste's weakness.) Keep the pure darks around for water waves (haha pun). Thus your AOE and single target fronts are covered, with a good variety of elemental types and solid damage - so you won't be too weak against any one elemental type. If you go jet towers, it's earth type, has good aoe, . with dark towers, the slow projectile speed of the jet tower shouldn't matter. (I do think jet tower has the best dps out of the dual tower options with these 4 elements. if you disagree, feel free to share why and/or substitute into your build). But make sure it's a subset of the haste tower (WFE), since you want the haste twoer first, and the dark element only after that. The Final Piece: The final element is light, so that you can have access to a polar tower (10% percentage based HP reduction, more damage apm), and ion tower (more slow stacking). I believe the payoffs for these two towers is far greater than topping off dark level 3 or the likes. Weaknesses? This build doesn't have a whole lot of strong AOE, so you might need to spend a bit more on hastes around level 35-60. But I think this build is lean in terms of getting where you want to be for fruit killing, and has access to the towers that really complement each other well (DPS, slow, damage amp), and weakness coverage levels to watch out for: 18 composite, fast- have ray towers upgraded ready b4 wave starts 25 composite, fast - have ray towers upgraded ready b4 wave starts 31 water - have a single level 2 haste tower ready b4 wave starts, use ray towers at the end. 41 water - have around 3 haste towers b4 wave starts? ***(add on a few level 2 haste towers gradually up to level 55) 55 water - have around 15 level 2 haste towers, along with muck and erosion. ***upgrade muck and erosion asap after this wave ***pre-plant level 1 towers all over the map to max out level 2 haste towers for fruit wave ***pre-plant the precursors to upgraded erosion and upgraded muck and polar towers periodicaly spaced out Test Runs: 175 fruit kills on VH (but i only had 6 lives by the time i got to level 60) http://drop.sc/18582 So if you execute the earlier parts better, you can get way more kills. my 175 is like the basic low benchmark you can get with this build. Fun Facts: you can have 140 towers on the map. if you max them out with triple towers, costing 5000, total money needed is 700,000 (not a lot at all). i had 400,000 left over, so plenty o' monies. NOTES: using upgraded forge for 30% on 4 towers is a net gain of 20% damage compared to using all upgraded haste towers only. if you're up for the micro, go for it and spam the shit out of your keyboard on the fruit level for that 20% gain. (i really need to question mechanics here, it seems the forge towers were idle UNTIL a tower started attacking. this was the opposite of what you told me on the other thread, kurakawasakimaki man) I believe polar towers aren't worth it. 10% reduction, but that's like 5-8 spaces. its hard to do the math or intuit which one is better, but i think just more haste towers might be better. I could be wrong. In that case get 1 light, and get 8 or so polar towers around the map. comparison I am using the WFNE build as a benchmark, since I was practicing that build. it seems that erosion essentially does the damage of quake and spring towers with combos that fit together a bit better in the late game. But without the strong AOE of the upgraded quake tower, it seems you will need more haste towers to compensate, as well as the muck and erosion to synergize. It seems the mid game is where this build is most vulnerable. You'd just have to have better execution and know your mandatory limits. It would mean a bit less compounding, but you'd have to test that with really good execution. Plus, by the time you get to late game, you will still have relatively tons of money, and the composition late game will make up for it, once you get to there. P.S. obliterations are nice, but i think for fruits, haste towers surpass them in the dps department.
  20. i see ur point but i think it still beats having to memorize another set of ton of hotkesy for all the towers. cz i rememrbering al lthe tower combos, tower names, tower abilities, tower element copositions, tower hotkeys.... is too much work. and just stupid. dont make another set of things to memeorize when we dont have to. even if u select a lot of towers, pressing z will only apply to one set of homogeous towers. damage is limited
  21. lets designate a hotkey for all abilities. each tower has 1 ability anyway how about Z? is it not used? things like forge and well, etc.
  22. ah, bingo. so if they are attacking, it needs to bee manual... so.... on fruit levels, u might as well sell these two towers... unlses u want to manually cast.
  23. gwho

    Short Questions

    it should be in the f12 thing now. for the abilities, u dont type in "-ability", but i think "-mechcanical" "-boost" or osmethingl iek taht
  24. ah ic thx. obsoletify
  25. i dont understand. i dont know if it was mechanical waves. haste tower has 12 range, not exactly short. but whatever your definiton of short was, compared to 22, say. why does this happen wiht mechanical or "short" ranged towers?
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