haupty

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About haupty

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    Tier 1 Dual Element Tower
  1. The one thing I have noticed is viable is if you want to do the slow and efficient type builds I favor, is just going up in difficulty. I always played on hard out of habit, but in my continuing tests on how to build score, have noticed just going up to insane difficulty rewards a much better score for the same build. So maybe I was wrong in thinking networth bonus would make up the slack in score, and instead need to max out the difficulty.
  2. I ran a simple tests to try and find out, I did a simple no frills build on normal and ran it once in my usual fashion of buying time and building interest, and then again trying to rush it and kill each wave in one long pass. On my long game I ended it with a score of 243,200, a speed modifier of 0.8, and a net worth of 97,360. Then when I did my rush build I got a score of 339,099, a speed modifier of 1.3, and a net worth of 71884! I was blown away by the difference! So it appears playing fast is far superior to playing for net worth. I had been playing the interest game since way back when interest was an element you could buy and hoarding cash was the way to go, so I never assumed the best way to play changed. I was going to run the test a few more times to make sure, but with the spread beings so big I don't think the result would change much. Anyway, thought I'd share so others know and don't make my mistake. Maybe you can add something about that to a tips screen or something.
  3. Hi guys, love the work you're still doing after all this time. I've been playing since the beginning (remember rainbow towers and interesting towers?) and had fun helping you with the starcraft version testing a little bit. Anyway I just wanted to say I've been having a great time with the mobile version, I love the double speed and skip to next wave features! Anyway here's my question: I haven't been trying to hard to get a high score till recently and now that I am, I'd like to know more about how they work. I usually do builds that really take their time such as far right side on grove (numpad 6) and slow towers, always making sure to have the creeps make two passes so I get maximum interest, but now I'm wondering if that is helping my score or not. The speed bonus is based on how fast the wave dies, and not if you have the double speed on, right? And if the score awards me for both net-worth and speed, has anyone done any kind of testing to see which provides the bigger score, trying to kil the waves asap versus dragging it on to get more interest ticks? I'm just curious if anyone knows before I do the testing myself.
  4. Thanks for sharing! I've never worked out the math myself, but just guessed somewhere in the 40's was good. Now I know. The only thing that would throw it off is if you or your opponents are rushing things, you can use it as leverage to take their lives or save your own. Other than that it looks like your calcs would be the way to go.
  5. That sounds fun, and it is less chaotic than random elements as you could end up with so many possibilities with that mode it's hard to keep track of.
  6. I like laser towers so of course I'd vote to keep them in. I used to love poison towers because of the armor decay which really made a big difference in warcraft 3. Now I'm not very excited by them. maybe bring back a damage buff and dot damage or something? I guess those are done by other towers so it would be a bit redundant. I'm all for replacing fungus, it has never been interesting for me with the boomerang setup. #4 does seem cool, like a tower meant for finishing off the guys your aoe didn't get. I usually use death for that, but this would give options for other builds. #5 seems pretty powerful #6 sounds like it would be a lot of work to use, I tend to stay away from the towers that require re-targeting all the dang time. 1, and 3 all sound like decent towers, but 1 seems a lot like haste. #2 reminds me of the ol' flesh tower, it sounds hard to balance. It would be sweet for getting a level 3 element early. I'm trying to think of some sort of radical tower idea, a counter intuitive one with pros and cons. Here is what I came up with: 1: a tower that puts a massive dot on creeps, maybe in a aoe, but causes them to run faster. therefor very powerful with slow builds, or builds with good finishing off abilities 2 A tower that does increased damage to units with a certain debuff on them like slow or fire or something. 3 A tower that gives a unit a shield, like mechanical creeps, but the shield does big aoe or slow to the units around it. Good early in your maze, bad later in your maze. 3 a teleporting tower. It has short range, when you build it, you designate a 2nd location. It slowly builds up mana and can use it to teleport to the 2nd location. Mana regen lets it have time to shoot at a wave twice at the beginning and end of the maze, with time to reset if the creeps are not being rushed too hard. 4 A tower with something like mana. When it has mana, it's attacks do a big aoe, but each attack uses mana. When mana is exhausted, it instead does single target damage but and higher amount than its normal aoe attack. This might be too OP, I dunno. 5 Beam lasers! I always loved ships in things like Baybalon 5 and Homeworld with big beam lasers that fire a continuous stream. Make a tower that shoots a laser beam that can either shoot ground in one spot, or maybe you designate a line of fire it will slowly move down. 6 a tower that does a debuff that requires other towers to trigger. Something like "expose weakness" where other towers have to hit the creep X amount of times and then it will be slowed or take a big damage hit or something. Plays well with rapid fire builds. That's all I could think of, I hopefully that will help inspire you
  7. Ahhh, thanks a ton!
  8. So I'm back after a break from the game and I notice that you can no longer sell towers, and and you can no longer click on the creeps to see what armor type they are. I kinda understand the selling part, but was curious about the clicking the creeks part, What was teh reasoning for that change? sometimes they are coming so fast I'm not sure what the wave I'm on is so I thought it was helpful. Also not being able to sell your composit starter towers late game is a bit of a pain, could we make them sellable after wave 30 or something so they don't absorb buffs or valuable real estate? Also, experience reset = when did that happen? Either way happy to be back in the game as always!
  9. I love the idea of a sandbox mode. Right now if you want to compare towers or placements your only option is very fast mode or get far without spending elements, saving, then buying elements in a hurry with waves going too. This way you could repeat the same wave over and over again with whatever towers or placements you want and have measurable results.
  10. By quite a few saves, do you mean close calls? Or save scumming?
  11. Those all look good, although I think Contamination didn't need any buffs. Thanks for the changes!
  12. I just got 500, I'm pretty proud of that, it smashed my old record. This was on just hard though, otherwise I'd submit it to the challenge, that's next I suppose. The slowed down fruit spawns are so nice, it lets strategies work better rather than getting overwhelmed.
  13. Now that you can insert a how to pay guide in arcade, some of these things could be a good idea to put in there, or still in the game, either way.
  14. Ah, was the tooltip changed recently? I always thought it was always a single target slow only, so I probably just misunderstood or misread it.
  15. I wanted to try muck again after the damage buff and just noticed Muck now applies the slow to all units in an aoe of where it hits, nice! I thought slowing just one unit at a time was kinda weak. When did that change, or do I just have a bad memory?