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Everything posted by Cisz
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And I like to play Warlords 2 and Master of Orion 2.
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Yes, they should be placed on short pass. That's a place where the creeps barely come into the towers range, so the tower can't fire at the same creep more than once. I usually play them at 9 and 3. You know what 9 and 3 is?
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In 3.0 I would regularily win games with mixed diff, so I think this could be possible again. But I agree with karawasa, without proper testing we shouldn't do it. I fear though, that the best way to deal with this is to discourage the use of the lower difficulties even more. I suggest no early wave start by any players on ve (in an all ve game the next wave would start when all are finished). I assume this would reduce the ve players in mixed games to zero in about two weeks. After that we'd have to solve the easy rushers. Besides, while we are waiting for definite test results we might as well spend some quality time on designing a menu, just in case.
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Have you tried that multiplayer? I doubt you would live long enough for this if you don't xsm. You did xsm, right? (Been a while since I watched it.)
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@lesher Nice replay. But: You don't use hydro, you use a hydro/zealot/smith combo, that is an ideal two dmg type build. "No zealot after 50" means one nature wave only after that, and you used interest, have foundries and an overbuild.
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Or a bit more detailed: -Light: 76 every .66 seconds, or 115 per second. -Dark: 173 every 1.5 seconds, or 115 per second. -Earth: 60 every second, but it hits several targets at once. So try for yourself: If the total damage of earth per hit is greater than 115, dark and light are weaker. For earth to do that much damage, it would be enough to hit one creep for 60 and the two neighbouring creeps for 30 each (60 + 30 + 30 = 120).
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If you look at a crowd of 400 people, on like a big lan, or a con, my design will be easily recognizable. In fact, it will be the only t-shirt recognizable. What use has a t-shirt that looks nice if glued to a wall and observed from a distance of 120cm?
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I still like my original design. I guess I'll do a t-shirt of that.
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I mean the replay he posted in this thread.
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Impulse really isn't that strong now. I'd say it needs a buff. Just compare to jolins zealot build, and he doesnt even have dark dmg.
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And the flamethrower one is really convincing too. Question: Is this possible with all damage tripples, because the towers are too strong / creeps are too weak right now? Or is this really a tower ballance issue. Edit - How about impulse? (And it's 14 leaks only.) 1593 Etd(4b17b vh) impulse well 16 leak.w3g
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Life tower doesn't impress me. Try that in multiplayer, and you'll die. I agree on Enchantment beeing too strong, and you even combined them with the overly strong quaker. I'm surprissed you leaked so much. Hydro - Excellent example replay. I didn't think it's that strong.
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Or more easily to understand: Buff nature to 80 from 70 dmg (+14%). Buff light to 57 (from 53). Buff dark to 159 (from 151). Buff water to 18 at .31 speed (it's current values equal 16.5 at .31, so it's +9%) Nerf disease direct dmg from 1000 to 500 (-50%), range to 700 from 900 (-22.2%). Nerf hydro special damage to 1500 (-25%). Buff life to 1625 (+8.8%). Buff magic to 400 from 357 (+6.67%). Buff mushroom to 1750 from 1500 (+16.66%). Buff quark to 600 from 480 (+25%). Todo: -ST vs plash and slow - still needs testing. -Interest and essence - picks to limited right now (capped at 3 picks each; and that's on pick)? -Gunpowder - too strong? -Triples not checked yet. -Dark, gold, and life are at 1100 range, 1.5sec speed, too slow for fast waves or extreme?
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Its 4am in gmt+1 here right now. What's utc? Is that gmt? If so, I'll be a bit late, because 5h sleep are a bit short. I'll try to be there at 10am gmt+1, thats 9am gmt, and probably 9am utc. Yawn.
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Ok, for the upcoming ballance meeting i tested all towers (except the support duals) for damage, relative to their class. Single - Tested with 12 Amped on 22 Light + Dark + Water needs Buff (+1 but slower maybe?) Fire + Nature needs Buff? (is on par with earth/fire w/o slow) Earth + Dmg Duals - Tested with 6 lv2 on 38 Ice Base tower (all compared to this) Electricity + Life Slight buff? Quark Needs buff; is on par with ice w/o slow Poison Slight nerf Magic Is on par with Ice/Flame; might need buff Disease Slight nerf Gunpowder Slight nerf Kindle Buff +25% (?) Hydro Nerf a bit Flame + Mushroom Buff; Even worse than Elt w/o slow Not tested: Trickery --- Well --- Blacksmith --- Dmg Triples - 8 lv 1 on 38 Hail Slight buff maybe (is slightly waeker than Zealot but no splash) Radius Slight buff, weaker than Quaker (depending on test results of slow/st) Oblivion Slight boost, maybe give back splash?^^ Laser + Tidal + (depending on test results of slow/st) Gold Buff, probably a lot Drowning Maybe slight buff? Flamethrower Nerf, stronger than Zealot, even w/o slow Impulse Slight buff. Zealot Base tower (all compared to this) Flesh Golem Buff Quaker slight nerf, stronger than Radius (depending on test results of slow/st) Support Triples - 1 lv1 on 22 Windstorm Slight nerf Polar Does it include the dmg increase of the same attack? If so, buff. Nova Base tower (all compared to this) Enchantment Nerf. Corrosion Nerf, does more dmg 2pass then nova long pass. Muck Slight nerf. Voodoo Buff. Roots Nerf, does more dmg 2pass then nova long pass (less dmg than corrosion) Replay of that is attached. 1592 Etd(4b17b vh) testing all towers.w3g
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Good is relative. Do you want to compare yourself to the usual b-net player of eletd? Then it's pretty good. The top of the world is still better than you, but you shouldn't let that make you feel bad.
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Jolin012 had a plan. An evil plan. To abuse golem teleportation, and to conquer the world. I mean map. I assisted him, and together we present you: Roll'em Golem - to boldly roll where no tower has been rolled before. Featuring: -The random area. -The extreme area. -The elemental display area. -The creep path. -The dark lands between the mazes. -The neighbours map. Is there any place the golems can't roll? Enjoy. - - - - - - - - - - - - - - Edit - - - - - - - - - - - - - - Good news: -Golems can't fire at the neighbours creeps. (Maybe they can on some maze, we havn't tested them all yet.) -If you have your golem in a place it shouldn't be, and you move it, it auto-sells. -We even got golems to attack the neighbours golem once in a nother run, but they don't do damage. Bad news: -If you have your golem in a place it shouldn't be, and you don't move it, it stays there. It even stays intact if it feels like moving by itselfs for some unknown reason. -Golems in the creep path can block creeps, at least a bit. So at least clumping, maybe even slowing or blocking looks plausible. -You can steal your neighbours building space. -Your neigbours support might boost your golem, so you can steal his mana. (Happened to us with well, might affect all 3 support duals.) 1591 Etd(4b17 avh xsm) golem fun 2.w3g
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zercousy - please stick to the rules about mapfolders.
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AREA is not the area of a triangle, but a length, the diameter of a region. At least that's what Uber told me. All three points are part of a line, and it's about interpolating an alpha value with given extremes on both borders of the region in question.
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I know that method from other forums as well. Sounds like work. More work that removing spam.
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MIN_ALPHA = 75 MAX_ALPHA = 100 AREA = 512 Distance = X MaxDistance = AREA / 2 = 256 Point A (0, 75) Point B (256, 100) Point C (200, ???) A => d = 75 y = mx + 75 y - 75 = mx (y - 75)/x = m m = (y - 75)/x <= insert Point B m = (100 - 75)/256 m = 25/256 = 0,09765625 y = (25/256)*x + 75 <= insert Point C y = (25/256)*200 + 75 y = 94,53125 Agreed?
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Hm, if the posting is done by a bot, it'd be foolish to not delete them. To bad, I really wished there was some violence I could do to them. Any suggestions to abuse spammers in some way?
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Hi pepaekung, welcome to the forums. For one player the game crashed after like 12 hours of killing ronalds. Probably memory issues. You allready won the game, 61 is just a bonus. Try a higher difficulty.
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A player (forgot who or where) said, that a 1100/1.5 tower will not shoot at fast creeps on the outer lanes, or maybe sometimes not shoot. If that is true, 1.5 on 1100 is a serious nerf.