Jump to content
EleTD.com

jolin012

Registered
  • Content Count

    1,396
  • Joined

  • Last visited

Everything posted by jolin012

  1. Currently my one wish is to implement team mode, new ronald system and bigger SW bombs. or at least get a response of why they are not yet implemented. not that I am the one who decides upon everything - but that those things are my wishes.
  2. yes, as they say prebuild is a very nice trick to do the switch easier. if you're gonna use say gunpowdertowers the next wave, build darkness towers, don't worry abou the interest lost, darkness only costs 10% of the final gunpowder. when you sell the others upgrade the darknesses to gun. perhaps even have them darkness 2, if you are on extreme mode. if on very easy noextreme (meaningn 30sec countdown), no such preparation is required.
  3. jolin012

    Flame Tower

    trust me, it IS overpowered just look at the numbers and you will probably realize. compare it with other duals too if you want.
  4. no, I'm not. alot of school work now, i rarely play etd now. but I try to stay in shape and do some game every now and then and ofcourse develop some ideas for the map. not time for a draft though.. it is fun, but takes some time.
  5. Sorry I must've missed that in changelog. and i guess 30 sec is ok. not sure about 6k dps, because it loses a bit to traveling, both traveling to outer areas, and to cover for the short range. perhaps add a little bit more of attack speed? =) incase it proves too weak.
  6. yeah, i agree 100% with cisz. neither are there any exact tips on randommode because it will depend on what you get. Some main keys to winning: Place your towers correctly Farm interest unless you or someone else pushes/races (not in extreme mode though) Build the correct towers for each level relocate if necessary leak the elemental rather than catching it and leaking the entire next wave Push can be a good trick, (perhaps by being the first who figures what the new element gives) can be hard on extreme mode as it doesn't always work to play faster than area 6/3. That does most likely not tell much or make much sense cause it all depends on the situation. Random mode you learn by playing it many times and understanding more and more - or - provide us some replays
  7. nono, the problem is that it IS max powered at 7 5 and 1..... the problem is 7. max power at 7. extreme racing full power. 10 sec faster than area 5. ...or perhaps it ain't that powerful, infact that's the same speed as tidal, as tidal can finish of the creeps by splashing when last creep Just reached 5.. however, tidal makes up for how hard it is to play, and doesn't even stack well with the tower it contains, "well tower". (too much speed to launch the splash when all are in range, unless combined with slowing towers where it can get a larger % of the splashes to full power.
  8. jolin012

    15th Beta Problems

    The problem is that VH can beat the game using only 2 elements (aka pure essences). We do Not want pures to be less powerfull(as in cost effective) than t3 duals unkless nessesary, and of course not less powerful than t2 stuff. Neither do we want to lower the cost of them so that they are no longer the most expensive tower. say, shall we make less pure essences available to buy? perhaps pure should be really powerful, but require essence to be bought (aka none given for free) and max like 2 essences. I'm not sure what would be to solve the current problem of pure essence build(2ele build) being too strong compared to how easy it is to play.
  9. sure, please post about your flame tower thing, but please not in this thread. I created it for posting "jolin012's build project" replays. And yes, selling can be useful, but not always, I did it a bit too much in this replay. The Nature sell for fire was not just for the splash needed on undead level 56, but also for the next level 57, that is fire (nature would be extra weak). So it was reasonable to sell the pure nature, however perhaps if i would have had more money it would maybe not be needed to build a pure nature to hunt down level 55. Perhaps i could have spared more money and build one pure of each, but i doubt it a bit, as nature would have to be the first to handle 55, but fire would have to be the first to handle 56. perhaps i should have played water and nature 3 first and built pure water which can handle both 55 and 56 and then a pure nature to handle 58, but pure fire is a bit overpowered currently, and so is flame, so i felt that way I did was ok, and i didn't fail.
  10. that's why kaini added "come on, it's just for fun" i guess, as in, letting hole have some fun too and i think deciding the rules isn't enough to leave hole outside the competition. But - my oppinion doesn't count as much as I'm not even in this time
  11. Inspired by holepercent, I got interested in beating the builds in VH XSM. Will attempt to use different towers, meaning just cause DL works alone i won't use that for all builds that contain DL. same for for example WL. First off, actually i was lucky and got it in first attempt playing really safely (lots of overbuild) made this one, WFND in first attempt no leak . Pick order FNWFNWFNWDD. Picking all tier2s first would probably also work well, but i like the early flame3 in terms of racing other ppl Feel free to comment on anything in this thread . beta 15 WFND nl attempt 1.w3g
  12. yap, hey must live at least 30 sec. else the tower doesn't work out, the movement would be a waste of 50% of their own lifetime, to travel from area 5 to say 7, 3 and 9. Perhaps the way to get the tower going faster would be to "summon 4 dragons on build & delete all 4 on sell". Or is anyone a fan of the uniqueness of taking 60sec to charge up? I'm not.
  13. um - when it was 700 range the only place was 5, perhaps a bit useful at 7 too. now it is equal at 7, 5 and 1. whereas 7 is faster, but 5 is easier when combined with other towers that can't play at 7.
  14. jolin012

    15th Beta Problems

    you still need twice as many polar as corrosions, and corrosion as double damage and better boost too. for the example polar, as i haven't mentioned for some time now, it needs to last longer, so that the towers at least have a chance to kill the creep within that time. perhaps 7.5 or 10 seconds, not 5. Or - perhaps 7.5 sec and very quick recharge time like 0,5 sec.
  15. when i think about it again - perhaps it's not such a good idea..but feel free to discuss!
  16. I sugguest to make quaker range 700 while the ability stays at 500. that way locarion 3 and 9 would also be valid locations for the tower - for it to have the normal attack work on 2pass and the ability mostly on 2nd pass. What do you think?
  17. yes, often short range towers are firing all teh time during ronald too. but - as i mentioned in the current ronald it's good to kill them as late as possible, and kill late as possible can only long range towers are magic/hail at 9 do. technically, other towers could do too - but I doubt there is anyone who builds his short range towers at area 8 and survives until ronald without getting raced - meaning long range is overpowered at ronald currently. And saying "slow builds are bad as it is" I would say then simply that they need a buff if that is the case^^ not that they should be powerful on ronald only and bad in main game.
  18. jolin012

    15th Beta Problems

    um - it is the same as it has een for like 4 betas:P and they're cheap because ti's required for build balance. however, might change a bit as we're gonna tackle build balance even more when towerbalance is closer to finished. Currently alot are imbalanced - like enchantment beeing too weak, which was just buffed, i for example have complained about polar beeing too weak for some time now.
  19. numpad locations and most of us say 7 8 9 4 5 6 1 2 3 - / but a few say I II III IV V VI VII VIII IX - /
  20. it would be earth in pb, but i picked fire as for b15 now.
  21. With a first look at beta 15 i can say that: Flame quickly popped up to very easy to use. only problem qould be bosses where it deals about a 4th of the damage. (although kindle and such deal only a 10th of dmg to bosses) (4 is the avarage number of creeps within the burn radius). It is also very powerful - more overpowered than ice and poison. Ice and poison are about 30-40% too powerful and flame is about 50% too powerful. therefore I sugguest to attempt to nerf ice down by 25% poison down by 30% and flame by 33%. Beta 15 has some nice changes but it's sad to see that team mode, new ronald system and big bombs for SW are not yet in use or even tested out.
  22. So basicly you sugguest the amount of ronalds to increase over time. Tell me why? As for my ronald system that is not just to make a change or to make it harder. it is to not make slow builds overpowered and player racing interaction removed for ronald - but i must say i dont catch the point in yours
  23. jolin012

    15th Beta Problems

    Why even click A? Edit: I figured. perhaps you want to upgrade one tower to Quaker and one other to something else, so you: Left Click the First tower. Attempt to click Q for quaker but misclick and make it an A click. then leftclick the other tower and begin attacking it instead of selecting it. So sure, if it is easy to make all towers non-attackable.
  24. jolin012

    Periodics?

    Good that you use teh periodic tower more now I scraped together some tips here, but incase you didn't want but wanted to develop on your own (you mentioned it as yours strategy so i wanted to be extra careful) or something like that, i tried to make a spoiler. but that wasn't possible - so instead the text is tiny^^ just copy paste it into somewhere else x) Try Also (in later game - after like level 45) to combine it beeing damage tower with support towers (like one of each, perhaps several of smith and well). Those are: Roots Windstorm Corrosion Muck Blacksmith Well Nova Enchantment Voodoo Polar Perhaps you need more sources for damage early, rather than periodic which comes late. Those damagers could be zealout, quaker, impulse(tricky to use), tidal(tricky too), Drowning, Oblivion, etc. If you want to learn more - please provide us with a replay:)
  25. First of all electronX, your system with 1-8 (1 per player) ronnies per ronnie killed would not work. infinite ronnies for no reason. Mine might've sounded like a "the rich gets richer" concept to make the game end faster. That's not the case. It is a way to encourage the players to keep a quick strategy, and not give the slowbuildplayers extra strength. [pre:2f9fhmwb][/pre:2f9fhmwb]Currently, The slow builds, gain extra strength at ronald. Longrange towers that usually have time to attack until area 3 or 6, now gets extra time, to attack until area 8, whereas they are balanced to deal fair enough of damage if attacking until area 6. even worse - it is Good to not aim for the 2% hp creep at area 4 with my impulse towers. It is better currently to wait for him to reach area "-" before i finish him off, to get more time, because ronald timing is currently like single player mode. One could argue that "hey this is also strategy" but - I say no, the slow towers have damage for a limited amount of time to attack, and why not let ppl interact on each other on the last part of the game where it is the final duel between the remaining players. For those who didn't understand why magic/hail at area 89 and longrange towers and slowing towers get extra power on ronald, that is because, they have a little higher Top prestanda than others, but are threatened by the lack of time by a racing opponent. (for example longrange towers never have time to use their full range up to area "-" as the opponent finishes the wave earlier if for example playing a quicker tower like quaker at 5 or zealout at 4. However, in the current ronald system, there is No interaction between players. a player can take any time he needs to finish his creep. He would never be able in the regular MP(multiplayer) tempo to use slowing towers to slow down creep the entire maze and use longrange towers to attack a creep for over 100, perhaps 150 seconds. There is no negative in my idea here - and doesn't require alot of work either i guess. Try to tackle me again
×
×
  • Create New...