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Everything posted by Aranneas

  1. is this the thing where it would shoot off into space whenever it felt like it? if so, kudos.
  2. Are you sure you remembered to remove all the eldritch protections?
  3. I have seen this occur with things like Light towers on the 4 position - they will occasionally shoot the walkway to the left of them. I'm guessing you've found some way to differentiate the creeps to each player, though, because it's the proper 'owner' that gets minerals for the kill, not the killer.
  4. That's a yes. XD This was supposed to be fixed already. But in the meantime just make sure you assert your wishes, don't believe I've seen this occur when someone makes all the dialog choices yet.
  5. I guess I could just sit myself in channel, shouldn't be to hard. What server are we on?
  6. Aranneas

    Showdown Mode

    Doable. But may lead to 'let's all leak just a bit each round' pacts. Which may not be a bad thing if the game evolves its own diplomacy.
  7. Very hard on multiplayer is a grind right now. That's just a fact. I only survive maybe 1 of 8 or 9 games (but I'm playing almost exclusively random, so take from that what you will). I'll post some replays of my better games when I feel like it; who knows, might learn something myself.
  8. Is there a point to the 'extreme' mode besides masochism?
  9. Aranneas

    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. Tower has two levels. I thought it was fairly simple pointing to the convention of writing first level first and second level second. My bad. I should have clarified. Alright, this is good thinking. I was thinking of 'how do I make this tower do what it already does, but better and cooler'. Gonna go back to the drawing board. EDIT: New idea. Flooding/Drowning Tower Damage 350/1850 (est.) Speed 0.66 (est.) Range 10 AOE: 2.25/4.5 Rising Tide Creeps hit directly leave a trail which lasts for 3 seconds. Creeps on the trail are slowed by 5/15% and receive 5/15% of their maximum health as damage over 3 seconds. numbers rough but you get the idea
  10. King of the Hill Mode - Static wave timer. Something in the neighbourhood of 40 seconds. - The first player to finish each wave is crowned 'King of the Hill' and receives double interest until the title is taken from them. - While not the King, you receive an extra life each round. - Play continues until one player remains. That player achieves victory.
  11. Aranneas

    Showdown Mode

    Showdown Mode (name suggestions accepted) - You don't receive any bounty for killing creeps. - Interest works as usual. - Whenever a player leaks a creep, each other player is granted a mineral bonus equal to eight times its regular bounty. - Whenever a player loses his or her last life, each other player is granted a bonus of four minerals for each wave completed thus far. - Optionally, the starting number of lives may be increased from the norm by some amount. - Play to last one standing.
  12. Aranneas

    Flooding Tower

    I would like to keep it as some sort of single target finisher because that's the role it was initially meant for and there are few good choices for this outside of light ATM. I propose the following: Ebb Each hit reduces the target's movement speed by 5/15%. This ability stacks up to 5 times. sort of a 'finisher support' for your final pass, and makes getting it early an excellent choice for easier boss killing
  13. I was so sure I was the only one who does this. o.O
  14. That's the spirit . But I just found out I'm decent at star battle
  15. Is it a difficulty spike? Yes. But then so is level 10. I personally feel that this is the first proper 'wake-up call' in the game, where you can't just sell all your towers right before the wave and hope for the best during. I don't think that's something that needs to go.
  16. Because he likes balanced games? As long as it is the go-to tower for damage it's going to get nerfed until something else is at least close to being as usable as it is. His only other option is to buff every single other damage tower in the game.
  17. Mechanical waves? Effect of those is most felt on short range towers, after all.
  18. I support this wholeheartedly.
  19. Oh fine. Multiplayer: 5 and the left side of 4. Single player: Inside-upper stretch of 6, inside-middle stretch of 8.
  20. Micro to hit the corners when possible.
  21. I'd say it's pretty good now, yeah. No more mid-game slump, for sure; it probably still ramps a little bit too hard at the end, but what can you do.
  22. Feels tons better in the new version. It's actually usable, for once.
  23. Well I mean I consider single player to be similar to single player in SCBW. Where you can use cheats and stuff vs comps to either test builds or just have fun. As far as I'm concerned if this strategy breaks down in the face of an additional player, then the situation is limited and under control. Maybe this works for you but I would very much enjoy having a 'fixed' single player mode as opposed to a 'broken' one. Particularly since the only competitions we've had so far have been based around single player. For now I'm just staying away from double interest, playing multiplayer and random. Alternate suggestion: Single player interest period should be fixed to 20 seconds; however, subtract 1 second for each additional player. That would make 7 player interest compound in 14 and 8 player compound in 13. Could be an interesting experiment to increase the impact of interest on these games, where it's currently almost non-existent. i dont think single player is broken, as this is not a single player game and if your looking to exploit it you'll find a way. Personally when i was playing and the other people in my game died i got to level 50 or so with 50 lives. i killed all but one creep,sold all my towers and let him run through the maze until i had 10 lives left. by the time he did that i more than quadrupled my total cash with little to no interest upgrades, i was playing on random. And if you were to submit your replay for any sort of competition it would be disqualified on account of blatant interest farming. Double interest is considered a legitimate strategy. So is sell and rebuild. Combining two legitimate strategies should not result in something that's considered an 'exploit'. Single player competitions would have to be balanced around the double interest build if we were to keep it like this and there is little to no strategy in this game when there's no concept of cost efficiency. It's no longer about who makes better tower choices, better placement choices, or discovers the better combination; it's about who has best perfected the strategy of cheesing. That's not a competition I'm interested in watching, or even participating in. Besides that is the fact that this is a single player game. It is also a multiplayer game. It's not one to the exclusion of the other. Both experiences are worthwhile, both games are enjoyable. Why would you leave the balance of one side of the game a complete mess when you don't need to?
  24. Aranneas

    Jet Tower

    Looking forward to the next patch, then. But for reference, blatant lies should be reserved for the game manual. You can always claim it got printed early.
  25. Title. Fire up a very short game and stick one on top of the other. You'll get two 'particle field' tooltips on your creeps, one for each. Is this intentional? Do any of the other debuffs work this way? I'm going to go test a few, see what happens.
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