jolin012
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Everything posted by jolin012
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I didn't really explain it well before i guess, but when i mean mastering the tower it could in other words be, the many weaknesses of the tower. one weakness would be "you have to micro to get full use of this tower". another could be "you need to think to figure the location of this tower" or perhaps "this tower will we weaker if there's a fast player in the game" or "you need to combine this tower with something else to catch bosses" or "this tower has very limited amount of slots for placements, aka can't build too many of it for full power" anything else that you need to know about the tower before using it. just like gold tower in 3.0 was not just overpowered, it was also very easy to play, since it had no weakness. ya just massed them. They didn't really desrve to be able to solo vh. anyway, the point is, "how hard is it to play this tower to full power" should bring a higher "full power". and that's what I'm trying to express in the rankings aswell.
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they do and that's why they're really low:P . they have about 1666 max damage. that's a bit above 3dpspg. a nature arrow tower has the same damage^^. even though this one isn't much to master, it definitly shouldn't be this weak. Although the most easy towers to play are meant for lower difficulties than VH the % power differance ain't meant to be this great imo. perhaps buff it from 1666 tp.. 1850?( an 11% buff to the dmg) just for a temporary value until we fix em all for real^^
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They are more or less exactly the same, but i didn't place them on the same line cause i was lining them one on each line:P but the differance between those t2 is equal to 0%. (first i was thinking magic would be worse but then when it reavealed the attackspeed no more worries. Magic doesn't do more overkills with high damage because it has a high attackspeed, meaning it can solo aswell.) I ranked them in max power, that's why the lower ones are weak, so i guess you didn't mean much by "needs a power up" and such on the lower lines:p. Life tower however should be low in damage, it's rather special.. didn't mean no harm but i still feel rather correct about my rankings, but please, do keep adding your oppinions both on my rank lists and your new lists, this is an important question atm. and, duals is just the warm up And for those who read all but don't understand why I am doing this I can tell, we (or at least i do and felt ppl are agreeing) to have the harder towers to master (in terms of how hard to place, micro, avoid it's weaknesses etc), to have those harder towers have a higher top damage. that is why the rank of "how hard to master" is important. the "how much top dmg currently"-rank is not that important for the future, but it is for comparing "where we are" to "where we're going" in other words, I am sugguesting which towers to get the buff and which to get the nerf, but not yet telling it in a very exact/precise way.
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hm, i think they're not too high, try playing new flame (or corrosion) one at 4 one at 9 and one at 3 and you'll notice healing is far too hard and if you go pb it's not too easy.
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ya, and kindle is in between i think. but where is gunpowder and flame? flame is rather high top strength although requires alot of skill to use correctly. Death is far too hard to play and weak in all situations except a few it feels unplayable. and noobs get their feelings hurt. Hydro has a rather low top strength I feel. we should form a top strength dual tower rank and a top skill req rank (including how many/big weaknesses it has, such as gunpowder has long range so might not have time to put out it's entire top dmg in an MP game) which counters it. Top Strength Ranks: Poison Ice Electricity Flame Gunpowder Kindle Hydro Mush Magic Quark Death Life And here are my ranks for how hard the towers are to master and how great weaknesses they have, which means the one who's highest on the "hard to master" list, deserves to have highest top damage aswell. lowest towers should be recommended for beginners, but should not be too weak, but perhaps hard to play VH with. Death Flame Ice Poison Quark Kindle Gunpowder Electricity Life Magic Mushroom Hydro The mastering ranks were hard to decide on, so i can tell the differances between some are very small, but in the same way should the dmg differance be rather small. and I most likely have a few of those messed up comparing to others' opinions. These ranks do Not include the strength of aoe towers that allow them to play better with slowing towers in play. neither that ST towers own bosses better than other. Note that electricity is not good for either of those scenarios, so if keeping that in mind the ranks would imo look abit different.
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why build both, they are very much the same and use same dmg type:P and as for "why not build both" it's better to have one cause you can upgrade using less elements;) but light towers from ice tower is a good coverup for bosses and mech and darkness.
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yap, back to pb values. it is currenlty too strong in >75% of all cases. and it shouldn't make that many types of defenses have it their greatest weakness. it's ok that perhaps a lifetower singleplayer build where ya kill the creeps by leaking half then killing all every time, or some tower that deals it's damage over 60 sec without doing a killl until that or something. like mass obl of microed impulses or something, but currently healing is a great problem to almost all builds. the ability of drowning would be an exception. So - get it back the way it was in pb, and only those extremley unstrategical builds vs healing will have geater problems there, wich is how it should be.
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discussed on irc. hopefully working to mass sell on b14
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As for the replay, nice replay, you own the game.. On very easy difficuty. no leak, you should really try normal difficulty with that build, or move to random mode but that's a different thing totally. As for the build, it is good, and you play it well. But, once you have those 4 mortar towers and 3 voodoos you should before building more mortars, build a blacksmith tower next to the mortartowers, blacksmith tower increases damage of towers, and build 3 roots towers, one next to each voodoo. Blacksmith: Fire+Earth Roots: Darkness+Nature+Earth Adding those towers will help you defeat normal difficulty, perhaps even hard mode one day.
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it is indeed strong. I oloed lv 28 nature healing on one-pass with tier 1 poisons. Oh in the other hand i think it can be soloadwith a windstorm tower aswell, or a corrosion tower.
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I don't think those buttons are needed. The info spreads better by typing -random so the others can see, and the button would dissappear before lv 5 anyway.
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The Research Center should have hoekeys. D for Darkness E for Earth N for Nature L for Light W for Water F for Fire I for Interest P for Pure
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Ronald grows in hp until you die. He is like a "power test" or "damage test" that is also used to select a winner if several players survive the 60 levels. if you can make it to ronald often you should try a harder difficulty or try random mode (type -random before wave 5 starts). I will take a look at your replay tomorrow A bit tired now.
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on AP lv 1 elementals get instantkill if summoned in the wave 15->16 pause. Edit: Now that I reach wave 20 my lv 2 elemental is instantkilled aswell. I'm on VE (yes veryeasy) AP. Edit2: And so ddoes lv 2 no 2 get instantkill at wave 25, this time i awaited the lv 26 to enter before summoning, and yet an instantkill.Edit3: 3rd lv2ele instantkilled at wave 30 and 1st lv 3ele instantly killed at wave 35.Edit 4: all the rest of the eles got instantkiil aswell. 2 more lv3s and a lv 1 and a lv 2.
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yeah, I was thinking that ther isn't really a way to express the info "you can change your interface in the game lobby" ingame. so - i came up with what i think migh t be the only way. Change the current lobby into a new one. Current: into this: temporary2.png temporary1.png
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I started testing wiht the other difficulties that were meant to be " -Countdown changed to 30/22/15/9/4 from 20/16/12/8/4" ..and got the results 30/22/15/0/0 which means the timers for VeryHard And Hard are broken
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ya, was a bit of a shock Got shredded without having towers ytet (sold but no time for rebuild x) )
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They are both right. Arrows/cannons/elementaly infused arrows and cannons, all sell at 100% always. As for random mode, same thing can be done with elemental towers as well. In pick mode I sell the tower when the interest timer shows 1 and build them again once timer passed 0. But, unless you play VeryHard and don't wish to leak late-game that should not be needed. Interest doesn't only mean sell/rebuild. It also means that in later game when you use combined towers, should not overbuild (that means not build more than necessary, because for the gold that you keep unspent you will get more money aka interest. Anything more you'd like to know? keep asking such as how to beat VE(VeryEasy) and move further to normal? Perhaps you have a replay and want some tips of how to improve? Hope you got the answers you wanted
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i can just guess that electro frost metallic ball wouldn't work lagwise, so i must say upping the orb made it a bit better at least and the bug: I noticed that when I tried to make the orbit do the 1100 range cirle, it failed to reach that length. Haven't done further research to see if it is only that range that is wrong or if it always fails by 10% or why it happens. On this screenshot I typed -range 1100 at the same time that it attacked at 1100 to show the orbit isn't in the path it should be, instead it is in it's own (pink painted) path a bit closer to the center than where it should be. temporary.PNG
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I did vhx and typed -random. The image speaks well itself. I guess you added to the game what it cshall do on SM and -rnd but not on xsm. temporary.PNG
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I don't think it's the speed just tat is problem. quark is now 0,31 and stuns. flamethrower is 0,15 and water/fire should even be faster than quark and are more often massed more.
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[Beta 12] Certain super fast towers = creep stuttering
jolin012 replied to Karawasa's topic in WarCraft 3
That is very true and appears quite often, if you watched that electron replay where they kept max dmg you could see that after having 10 of them the creeps would get completely stunned by those electrons. I have also abused Zealout's stun for my ronald hunts, so this is rather well known. also existed in 3.0 -
I was thinking that too.
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hm, keep it counterclockwise unless a "change direction" button is to be added. to make it go clockwise would mean a tower that does full power at area 7, and that's a git too good racer.