jolin012
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Everything posted by jolin012
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Sludges Aoe slow size sais 300 on the ability, while is sais 500 on tower upgrade. Same goes for Mire. 300 aoe not 500.PNG
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OMG !!! Noddy accidentally summon the King Earthshaker !!!
jolin012 replied to Noddy's topic in WarCraft 3
hehe, however the biggest is the bugged mr fleshie -
We do have more than 10 other supporters that are balanced and spread obver builds in a fair way. And I do think Element TD shouldn't try to avoid staying the most balanced td... Actually I hav bad feelings about Gold tower and such too, if anybody can't provide a replay having use of it.
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OMG !!! Noddy accidentally summon the King Earthshaker !!!
jolin012 replied to Noddy's topic in WarCraft 3
It can happen to all towers:) I just got some mount everest Ice ages -
The old gold tower was over powered and had composite damage. For a successful build in 4.0 you need damage towers of different elements, (read here: viewtopic.php?f=2&t=871 ) . Gold tower is earth damage, so nature levels will kill you unless you have some type of strategy more than just spamming gold tower. Gold tower has a lower damage than other towers as it has the special effect of gaining money. In 4.0 pb you have to (atleast if playing very hard) to build up a strategy including both damage towers and support towers(such as slowing, armor reducing and tower buffing). Read the Post I did In the thread linked, it's a guide to how to create your own builds. I believe that ya have to farm alot of interest in the beginning to be able to start off the gold hunting on veryhard , maybe play singleplayer is needed. Any more questions not answered? Shoot 'em off. Otherwise, Good Luck!
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Hey Sphinx. I'd like to know that too:P I know about how long it is, and I don't need mush more than that ingame, (maybe when planning a build), but I never found anyone who could answer it. Bringing up a thread was a good idea.
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ah, I get your point, and it is a tricky thing really, almost always fires (long range). Either, you build the well tower when the creeps are in range of the tidal. both your towers are attacking, but while tidal has double attackspeed it has a twice as great chance to get the buff. The other way, the more safer one, would be to build the well before a wave enters, while there is no creep on the screen (only time impulse doesn't attack). you have a couple of seconds , to upgrade into well, and cast upon the tidal, before impulse begins to fire. If you need more time, maybe an idea would be to use Elemental bosses-times for this. A last way to do it would be to press upgrade on well, and before it has finished upgrading, you select your Impulse tower and spam "S" or the stop button. This would force the impulse tower to not attack, and therefore the tidal tower would get the buff. However, I am not sure if this really works, because when you spam "S" the thing is that the tower begins to attack but you abort it before shot fired, maybe it counts as a try for attack and that it does cast spring forward upon it, as I mentioned, I haven't tried myself. If someone knows, please share your knowledge. Is your problem solved my any of these tactical sugguestions?
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afaik, they buff the first tower in it's range to attack (it only casts on attacking towers). So, when I said "not next to the well", I meant "outside the castrange of well". You might have to replan your build a bit, but that's just a part of strategy.
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or, don't build the towers you don't want buffed next to this tower;)
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if you want a good strat to kill all elemental types of creeps, consider combining damage towers of different elements. Attack types Combining 2 elemental types of damage towers Either you combine damage towers of 2 elements. if so, you should have 1 base element for damage, and another one of a lower amount to cover it up on it's weaker level. For example, if you afford 4 damage towers you should build 3 towers of one element. let's say uoi build 3 towers of the element fire. Hmm, fire is weak to water, right? Then how to survive water waves? Aha! build a darkness tower, it is extra strong vs water waves! so: Darkness covers up for the weakness of Fire. Fire covers up for the weakness of Earth. Earth covers up for the weakness of Darkness. Light covers Water. Water covers Nature. Nature Covers Light. If you do deal 75% of your damage Fire and the rest 25% from Darkness your damages will look like this: Vs a wave of the element: Earth, Fire or Darkness: 100% Nature: 175% Water: 87,5% Light: 87,5% Non-Elemental: 75% (80% in 4.1) This can be done with for example 1 Oblivion tower(D)(D as for Darkness) for every 3 Zealouts towers (F) you have. Or why not a quaker(E) for every 3 obivion(D) towers you have? Having something like 3 amplified Earth towers and 5 focused Fire towers should also work. (it's the total damage that matter,s not only the amount of twrs) The other way of doing this is through Attack types of 3 different elements If so you should have 3 elements that covers each other, equaly much damage from each Element. There are 2 groups of 3 elements that cover each other. One is Earth->Darkness->Fire->(Eart...) and the other one is Nature->Light->Water->(Natu...) If you do this with 1 Oblivion tower(D), 1 Quaker tower(E) and 1 Zealouts tower(F) it results in this: Damage vs creeps of the element type: Fire, Earth or Darkness: 100% Light, Nature or Water: 116,7% Non-Elemental: 75% Which Towers To build(this part is obsolate, it is true only for 4.0 Public Beta) Allrigh, now you know which damage towers to build. Try out different towers, and see which ones you like the best, then put together a build that you like, consider picking 4 5 or 6 element types for the 11 lumber you will get through the game, (there are 60 levels). When I say Damage towers, what do I mean? aren't all towers damage towers? The answer is No, I like to divide them into Damage and support towers, even though some (support towers are stronger in damage than some damage towers). The support towers are: (triples) Muck Roots Windstorm Nova Polar Enchantment Voodoo Corrosion (duals) Well Blacksmith Trickery (there are some towers I place in between, which I in the other hand, don't think belong to this map, these are for example Ice and Falme tower, flame is a total supporter but still it doesn't belong to the map imo) The duals cast their buff upon towers (except trickery tower, it's weirdo) every, something like, 10-15 sec, and the buff lasts for 60 sec. That means you should have one of these for every 4-3-5 buffable towers you have, not more. Of the triples, Nova, Windstorm, Roots, Muck, Corrosion, have a fairily good damage and can therefore be built evenfrom the beginning, while Enchantment, polar and voodoo might have to wait for lategame, (depending on your strategy ofc). Tower Placement Check this out;) <!-- m --><a class="postlink" href="http://eletd.com/tower-placement.php">http://eletd.com/tower-placement.php</a><!-- m --> A guide for tower placement by Cisz. Ofc Every towers should have a different placement, but overall, try to learn the basics there, and play on a "two pass"(explained in guide). Please, post a replay of yours and we can help you further, playing the 6ele build would be the easiest in public beta 1, while it's been overpowered, but that will hopefully be fixed for next betas, so please do consider learning a 4 or 5ele build (a build of 4 or 5 elemental types picked)
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weirdo idea ontop of the change every level: change depending on time of the day (ingametime) not that it's a good idea. but it just popped up^^
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It's true that it ain't pure strategy. but it's not a cheap trick^^(imo) It's a great thing that allows you to scrap together some cash by beeing active and not only sleeping, and also allows the player to increase his skill not only strategy-wise but also some skill with the game that can always get a bit better. There has allready been a sugguestion to remove the opportunity of selling/rebuilding, that was about making interest come every second instead, at a lower rate, however, the idea was mostly dislikes as far as i remember.
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I say "No way" the periodic build has many other towers, and in terms of build balance we can work something better out.
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ain't that easy:/, both names, attacktypes, and alot more messes up, damagetype balance too. and long-/shortrange isn't the highest priority imo
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Remember that networth is something else than gold. 6k gold is 4500 networth, but maybe you didn't spend all? or was playing random?
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aiming for a rnadom or pick build?
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And Cheng beeing patient
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grats I'll view the replay when I have time
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yeah, I know, it makes the thing a bit exxagerated but clearly shows the trouble in the concept. A much lower amount of damage has to be done with a damage tower.
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erm, I'm afraid that's not even possible. take the impulse tower for example, damage is low at short range, higher at long range. every other tower has an ability too that makes troubles.
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I suspected and tried out combining witchcraft with ice age. What I thought was that maybe maledict reacts on frostbite's temporary hp reduction. therefore th 2 towers together can, in one shot each, kill a unit with unlimited hp. ice age-witchcraft combo.w3g
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Things will hopefully balance out until next beta...
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it IS a good sugguestion the question is if it's good enough acording to many enough to be impletned.
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Ideas are needed and ofc very welcome, so sorry if I was maybe a bit rude there too:/