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CeeAy

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Everything posted by CeeAy

  1. If the game goes into 'Defense', whether solo or multi-player, the bottom half of the options chooser is blanked. If you hit the dropdown, the options are there and the explanation shows to the right, so it still works.
  2. Watching the replay, it looks like they unlocked just after I did that.
  3. I did a normal length the first time, so I didn't want to attach a really long replay when only the last couple minutes were worth it. This one was done with extra short to get to the key part faster. Heavy on the money towers to ramp up income just to blow at the end. Post-play, I realized I should have verbally said something before using each one. EleTDefense Single_player Super Weapons.SC2Replay
  4. I started up a game of Tower Defense by myself to see if I could just look at them first. They were locked until round 20, at which I could choose & use them. I'm not of level to get to the last three yet, but running a money tower build, I was able to toy around with them.
  5. You can use Super Weapons in Defense too. At least I was capable of by myself. Don't know if it is really restricted in mutiplayer games.
  6. How about Advanced Composites? Add a Summons where the former Interest button was that spawns a Composite boss, then after killing that allows the Grenade and Ray towers to be upgraded further. Change the PTotE to 1 of each element or Composite 6. The bonus of going this route is that you never have a half damage type, but never do double damage to anything... unless, of course, you give one of these towers the special ability to crit. Possible upgrades of the two towers could branch into things like (keeping their attack types. ie, Ray = Single target / Grenade = AoE) choosing to increase Range, Damage, Speed (Ray) / AoE (Grenade) or a Special Ability. They would get a damage increase regardless for being a higher level tower, just that choosing the Damage option increases it more while keeping the same range, speed/aoe and skipping an ability. Giving them the selective upgrades and special abilities (each tower only allowed to gain 1 special) at each step would be the balance against the dual and triple element towers. Abilities like: Shot bounces to an additional creep.Sticky bomb detonates upon creep death.Do a little less damage but slows creep(s) by X%.X damage per second for X seconds. I realize these are abilities that are on other elemental towers, but just like picking certain combinations for long range, AoE and slow towers, a pure Composite player would pick the upgrades to fit the build/playstyle of their choice. For Composite bosses 1-3, the towers would have the choice of similar abilities to the Dual towers and 4-6 getting some of the Triple's. In the situation of the Well and Forge chains, have the composite tower that does such not have an attack of its own, but buffs the composite towers in a small radius with their effect. While currently you can sell Composite towers (even the element-imbued version) for 100% of cost, this raises the concern of out-incoming elemental players. Easy fix! Once a tower has a Composite Modification to it, the tower now sells at the cost the elemental ones do! Yay / Nay / Picking apart commentary?
  7. Time invested player (5k XP), casual forum browser, great fan of both versions of the game. Build: LFELFEFENNL This works insanely good in Casual because of the long timer between waves allowing the interest from the money towers to really stack up. Several times I was over 60k minerals while chatting with Karawasa in this round. Ended up a bit over 500 points. Could have done better had I been paying more attention to not have leaks with two extra money towers toward the bottom around the Nature/Mech & Fire/Fast rounds. EleTD with Karawasa_.SC2Replay
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