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Aranneas

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Everything posted by Aranneas

  1. Aranneas

    Jet Tower

    Yeah pretty much. I only ever go earth-water using another damage tower so I didn't notice it quite as much as others might, but it basically depends on stacking slows to do anything useful at all. That's a sure sign of a flawed design.
  2. Yeah pretty much. Made a topic.
  3. Ice tower is pretty much the bastard child of Mildew and Quark. The attack pattern is almost the same as Mildew; however, Mildew beats it out significantly in overall usability. Couple this with the fact that there's nothing Ice does that's really worth noting. There's a kajillion other towers that do light damage, most notably the Light tower itself. Quark needs almost no minding, but Ice has to be controlled almost constantly to do anything remotely useful. Hail tower is fast rising into viability, as is Laser; but Hail's little brother is getting left behind. I propose increased projectile speed and possibly a shift to Water-type damage. Ice shares the flaw with Jet that by the time its attack lands the target is already gone. Help a tower out.
  4. It is still *the* best AOE dual for the first half of the game, even after the nerf. It just doesn't outshine Cannon, Lightning, and Vapour too much anymore. Now I'm just waiting for something interesting to happen to Ice.
  5. This was probably warranted, thing could still solo up to 20 at 1 o'clock. But it doesn't crush my heart any less...
  6. Seriously, though. Where is this information housed? How did players find it before?
  7. Where in the website do you find this information, exactly? I've had to figure it out through observation in-game. 'Mechanical' gave me a lot of trouble for quite a while.
  8. Clearly visible on player 8 here. Element Tower Defense _18_.SC2Replay
  9. Caught the li'l bugger. I wasn't the only one who noticed this time, either. EDIT: Here, have another. Element Tower Defense _15_.SC2Replay Element Tower Defense _16_.SC2Replay
  10. That's pretty extreme, wouldn't you say? Over a minute hardly constitutes a 'rush'.
  11. No, I have no idea whether it's possible, just thought it would be cool.
  12. It'd be like having Incantation and Polar not stack. (Note: They do.)
  13. I think it was fine before. Yes, it's extremely strong in numbers; but it's severely hampered by its short range. the only place it really works well is on the three islands with support (jinx, nova, etc) on the backing peninsula. You can only fit six on one of these such that they will hit the bend, meaning that it's pretty hard for it to get out of control.
  14. Not that I noticed. They were reporting getting an actual '+0' yellow float popping up. Last I checked undead doesn't do that. >.>
  15. If every combination had a slow tower, you could triple- or even quadruple-stack slows with five element builds. That wouldn't be a good thing.
  16. Inconsistent but this is definitely happening. I think only certain tower type clones will let this occur. Focused light tower definitely will.
  17. I just played a very short game where some of the other players were reporting the same behaviour almost immediately.
  18. Feels quite good to me now on hard. Might try very hard in multiplayer again.
  19. And now I cannot reproduce. o.O Good job! You scared the bugs away! XD
  20. This was in multiplayer. But sure, give me a few.
  21. 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.
  22. I think every difficulty is now Normal where applicable. I keep selecting 'hard' and being given normal. :/
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