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jolin012

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Everything posted by jolin012

  1. I posted threads at garena and eurobattle.net
  2. I can go second for a change Dual: Life Triples: Polar, Voodoo, Roots
  3. Laser? o_O The thing with zealot is that tehy charge up their speed, and it never resets at ronald cause ronalds spread out. same with quark.
  4. erm, well, why not^^ I think i can find time! I'm in. hoping for a 5th drafter though. the scoring system imo is lame in 4ppl that you can play any slow you want, like 2 hours, and still win by all the gold and ronalds and noleak. it's nicer in 5ppl where the one with a fair amount of ronalds and net and noleak can beat the 2hour guy by shorter time
  5. nice how you start of with Fire (flame) Light (nova) and Nature (life) and later turn them into triples - since duals are not good in a 222221 build
  6. I don't use internet explorer. What I mean is that there is a problem if a version with 2 different official filenames, or at least 2 different filenames you can get from the official download site.
  7. from this week, more than 50% eletd hosts host 4.0 according to mapgnome. hopefully for 4.1 things will change
  8. ah, you're right. I didn't have time to change directories and stuff so hadn't watched his reps, and then forgot em.. gonna watch em after food
  9. I sometimes can get the flesh golems on path, in moving condition. it is very weird and unpredictable. if they're attacking a unit and nothing else is in range, he follows it (the regular auto walk). someties he autosells after having walked for maybe 5 seconds - weird. sometimes I can click the golem to move, but mosttimes it sells, and even if I manage to force it to move it might sell next time I do so. I find it hard to reproduced but I managed to get 3 replays featuring this bug. and yes, they can block the creeps, so far not a complete block but they have to walk around my golems. can anyone else reproduce/abuse this? 1e moving golems on path.w3g 1e moved golem 2.w3g 1e golems move on path 3.w3g
  10. Buildability: 1-8 tested all of the areas. Buildability bug 1: it looks like I'm able to build inside the portal of area 5 and 7 (A) but If I do so my tower will autodestruct without refund, giving me less than 70 gold (B.) Buildability bug 2: at area 5 I can build a tower on the path©. it will entirely block the passage of the creeps so they can no longer move(D). Congratulations, I can beat the game with one arrow or cannon tower (E) Pathing is better, creeps can walk 1-2 laps without auto clumping in all areas. Slight bends don't look too bad. Didn't test with slowing or fast units yet.
  11. Not sell anything in AP is a good general guideline - that is correct. But there are exceptions. In this game I had to get down level 3 elementals, and radius/orbit can not deal much if any damage to them - and that is one of the main reasons why I had electricity to get down the elementals of tier 3. This means after I had killed the 2 tier 3 elementals, there was no real need to have the electricity towers. Selling removes 25% of my gold, but replacing them with more orbits would grant me more than +33% dmg. Besides - I had to sell some electricities to get up the tier 3 trickeries quickly. Trickeries had to get up quickly because hard waves were soon incoming and trickeries take some time to charge up (before they have boosted all towers 200%).
  12. Dang - I wish I'd have had more attempts to get my build into a no leak or a one leak, damn studies Grats soyamilks on the win. Watching your replay now Ah - interestfarm in the beginning and then use the money to rush - that is a nice strategy to get lots of money but short time. I wonder if it could get faqster than a non farming build, but I don't think so cause you are farming about the precise amount required and then rush - well done! @lesher - I tried that build too once and it's not too easy. grats on getting the t3 light without leak. your last 2 picks makes me wonder though:P
  13. does silverlight work on sites such as http://kongregate.com and http://newgrounds.com or would we have to stick to your site, our site and sites like http://silverarcade.com ?
  14. @tier 3 triples. this type of ideas usually have <1% chance to be reasonable. um - however that might actually maybe eventually - work.. a tier 3 triple tower would make 4 and 5ele stronger meaning we are allowed to nerf the tier 3 duals support a bit more if we want that. What I don't like is that there is even more reason to pick tier 3 of all elements before anything else. what if they cost pure essences? I'm to tired to develop a descent idea out of what you suggested right now. But this one has >1% chance to work^^ maybe even >1.5%
  15. perhaps blacksmith tooltip and description should say that it boosts the damage of a tower and it's ability by x% afaik it currently doens't mention ability. BTW: other towers that don't get supported is Flamethrower that only gets properly supported by blacksmith and disease that is the same unless you have only one of it already. I don't have an idea right now how to "fix" these if we want them to stack 100%. just pointing out that they probably don't stack 100%.
  16. yes, they seem a bit too strong in this version - or at least tehy're too strong early on. but do you remember the power of NOT getting a tier 3 tower in the 6ele build in 4.0 PB? That's why we erm - maybe did adjust it a bit too much. maybe it isn't too strong - did anyone try a 5 or 6ele build yet? (getting 4 eles up to tier 2 first, then 1 more to tier 2 and then a tier 1.) the reason that tier 3 well/blacksmith/trickery aka waterfall/forge/eidolon are so strong is because the 2 eles spent on that has to equal the choice of adding tier 1 and 2 of a new element to a 4ele build to make it a 6ele build. for example: FFNNLLWW+WN has to equal FFNNLLWW+EE The tier 3 well in this case, has to equal adding a tier 2 blacksmith, AND a tier 2 Enchantment AND a tier 2 Polar. each of those boost about 30%. also keep in mind that making a 30% boost tower into a 200% boost tower is not to increase your power by 200%. nor is it increasing your power by 170%. upgrading well from tier 2 to tier 3 grants you 130% more power (170/130). and enchantment blacksmith and polar would equal 1.3*1.3*1.3=120%. in a quick calculation that is. that should explain why we thought 200% boost would be balanced and why we made it that way, we have calculated alot on this - however, ingame it's a different story and that might prove us wrong. As mentioned above -I believe ya that t3 (tier 3) support duals (smith/trickery/well) are too powerful, but I believe that is only the case early on. that they can be used at level 30 already to make you finish the waves so fast that you can kill the other players or just if you wanna make life easier. anyway, there is no proof yet that I've seen about 6ele build sucking. and - I duidn't quite try it out myself yet. But that one can't be abused early on. t3 duals can - and that's why tier 3 elementals has to have higher hp than they currently have if summoned early. I've been yelling about this for mounths but - maybe I'm wrong and it doesn't help. and maybe you're right that builds with dual pwn too much.
  17. it is true that AoE towers are weaker... unless you use them correctly! AoE towers such as earth and fire are harder to play than singletarget towers. Avoid focusing on AoE versus: Mechanical units, Fast Units, Healing Units and Elemental Summons. Because they are extra weak there, while singletarget is not. But AoE towers are better vs Undeads - and better than singletarget if combined with slowing towers. Slow&Splash can be really strong (but you'll still need some singletarget towers to not leak mechanicals and healings.) But that doesn't mean you are wrong - maybe our balance amongst single element towers is bad but I haven't noticed such a problem yet.
  18. Roughly a week ago CasualCollective released Desktop TD Pro - and look, now you can play it multiplayer on sites other than casualcollective: http://www.kongregate.com/games/CasualColl.../desktop-td-pro What is new I cannot tell since i didn't test it much yet but it is there and they say that within a few days it will be available for nintendo DS to be followed by iPhone.
  19. don't mean to go offtopic but just for your information, roughly a week ago casualcollective released desktop td pro - more in this topic: https://forums.eletd.com/index.php?showtopic=1615
  20. jolin012

    4.1...

    gave creep pathing a shot and checked out the creeps at about 4 different areas and I don't really like what I see. I know it's not easy so I'm not dissappointed but I mean I wish it could get better. First of all what it looks like is that the first corner above area 7 each has one "checkpoint" (where the units have to be before they move on) The 2nd and 3rd corner, area 7 and area 4, have double checkpoints... why? does it help them from getting stuck? each checkpoint is an opportunity to make creeps get stuck using slowing towers there. slowing the one who is standing on the checkpoint will make all creeps behind gather a clump trying to get there... maybe double chekpoints doesn't increase the clumping though. the 4th corner and the 6th corner (1st and 3rd corner around area 5) have single checkpoints while 5th and 7th corner have sinlge checkpoints. I dunno if there's anything bad in this but still I'm like why?? after the 7th corner (at area 3) there is a checkpoint in the middle between that ared the 8th corner. a chackpoint that is not at a corner. This surprises me - again, why? besides this checkpoint is way off in areas such as area 3 where it's way too high. should we point out every checkpoint that we feel is a bit misplaced? the corners at area "-" have the same problem - a checkpoint between them that tells creeps to walk really high. this is a problem for longrange towers and the laser tower ofcourse.
  21. jolin012

    4.1...

    I tried to kill 1500 on all difficulties in 4.1d. VE, E, N and H are all doing fine, but on VeryHard the game crashes after 30 Ronalds killed. THe testing was done as player 1 (Red) but I also tested the VH as player 6 and crashed on 30 ronalds too.
  22. jolin012

    The mouse

    you could find out. if you store them in some type of box only for a few days - can't be the same one several times in the same box
  23. jolin012

    Ele td awesomeness

    bug fixed. topic moved and renamed.
  24. zealot charges up faster with well ,but well doesn't completely stack with it so it's a +/-. probably differs between lvls of well and playstyle, but Overall I think it's better with smith than well. esp at tier 3. Anyway some of these problems are smaller issues than others. Quark+well is probably one of the larger issues, since it's extra powerful instead of extra weak. Luckily you can't have both quark and well at tier 3, so I see no mayor problem anyway, however this should be dealt with later on.. Tidal is a little buffed by tier 1/2 well but that's no big deal and I only like it, since it's useful from the players perspective
  25. how does WC3 autocast work and is there a known way yet how it'd be possible iwth douse? or would we have to use an autocast workaround like with trickery?
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