jolin012
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Everything posted by jolin012
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that's because current trickery is a bit like random mode:P
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I don't really like it, as cisz sais it's only possible in singleplayer and disallowed for challanges and such. And with your idea it's still possible to cheat, cominging leaking with life tower^^.
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erm, I'm not sure i can agree to all that you say noddy:) for example "don't ever use nova as your base damage tower" It's actually a pretty good tower to start soloing with, can solo on veryhard to lvl 28, but if what you mean is later on that you shouldn't buiild more than one, if not for slowing a grater area, that's true (unless on random).
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until then, and not the range
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heh, thx, ya, it's true i was the first one to post a 6ele build replay using polar and all and periodic, but maybe the others found out themselves, and didn't copy, I don't know, and I don't really care, I'll wait for next beta when things are more balanced out, until i go for these challanges. so, you'll prolly not see me going for all lumber spent on this build:/
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we have that in all betas except for public, there's the -level x command
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Hmm... Most people allready don't understand all the current modes. They might have a clue about random and difficulty So, I think it's a bit too much to make it even more complicated. And this idea doesn't feel worth the troubles IMO, but, it's great that you post all your ideas, that's what we need
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HOw's eletd coming along in china? is it yet a popular map there?
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right, i forgot.
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no probs with the language, but the idea ain't too attractive to me, but maybe there are others who agrees lvl 16-25 can be too boring.
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heh 13est, you're quoting tournament random? except that that's a sr
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Chance to get randomed increased interest rate
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erm - doesn't a regular arrow opening go for lvl 12 and 13 too? unless you want more speed ofc.
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Correct, and also he plays rather quick, last evil child dead at 43:21. ronalds killed: 1089 Time after ronalds killed: (about) 54 minutes
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I liked the setup of the older death too, higher damage on more %hp of creep. but maybe it shall also be changed to a normal damage, with this ability as a bonus damage. This tower is a bit better than inverse, as it leaves kills to other towers and can therefore be combined with life, gold or such. so. what was wrong with older death? (except that you made it too weak and ppl tried to solo with it, and all damage was based on the ability)
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No, it's not one of those 13est, but the problem was not icea beeing to weak :S the problem is that there can't be some extra support towers spread randomly over elements. neither Cis'z idea of one at lw one at fn and one at de would work, cause some builds will get 2 of these, and some builds won't gain any benefit from having them available, as their builds current strength without them is max slow, and while a build which's strength is armor reducion, shall they aso max out slow on creeps, and still keep the armor reductions ?
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I also wish it was that easy:( but it won't work. compare a double slower build to a double armor reducer build (or rather armor reducer+voodoo or polar) Why shall the slower build not get buff by these towers? (they have allready maxed their slowing factor so it won't help them) while the armor reducers get the buff. Why shall some 4ele builds get 2 of these towers? edfn wlfn and edwl. If you say that it won't be such a big difference, well that' won't help, sadly . either the buff from having these available if not beeing in an already maxed slow build is 0, and the tower is useless, or the % is high enough to make the otwer worth building at some point in the game and these builds are suddenly alot more use of than those without. Dont try to balance a %incerease tower to be the same useful as a damage tower...
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Sadly flame and ice tower never heard the word balance. The idea of adding 2 support towers randomly over some builds is a very bad. They are just not balanced to damage towers. The other support towers are carefully spread over the builds, why do these even exist? It adds slow, that some builds have allready maxed out, while some builds gain a 200% total dps increase from having the flame tower at tier 3. While some builds need them to be strong dual damagers instead. These just don't make sence. They ruin our chance to even get this map balanced. turn them into a useful damage tower instead. My mind is too tired and lacks in explaining atm about why these screw everything, but I'll be back tomorrow if everyone doesn't agree emidiately, which i doubt^^
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hm, I didn't really get what was wrong with the older death tower that dealt damage based on current % hp left of creep... the only problem was that it doesn't really mean death as it can't kill a creep, unless it has less than 100 max hp, so that it doesn't really stack with the word "death". however, I have an idea: why not make a death tower that deals damage based of % hp lost? oh, wait... there's a problem, it'd favor lower levels as they enter with lower hp. how about it deals damage based on % hp lost since beeing spawned? I like the concept, it favors strategy, and something new to be implented, the double 2pass build, using area 8 and 3 for example. hmm, I'm not sure about this idea, but it feels farily good.. Maybe it'd be too much bonus if it deals 100x the damage if creep has 1% hp, so that a tier 1 death could kill an evil child with 8000hp in one shot, but the formula could be adjusted so that it has a damage, but deals extra damage based on the ability( % creep hp left) so that noobs would leak the entire wave trying to solo with it.
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heh this tower fears bosses as mush as kindle and nova:) but but multishot bounce doesn't sound like a too bad idea, but the tower will be pretty weak unless it has a max dps higher than other towers of it's price... and the new death tower beeing a multishot bounce tower? no thanks
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Zealout is good on 2pass:) if you place it on a shorter 2pass, so that the first creeps in the line reach the 2nd pass aout the time when the last creeps leave the 1st pass:) but then you get eaten by bosses ofc;)
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welcome to the board lordyu! there are alot of people who have allready asked for help and got some good advices, check out other threads and you may find some valuable info:) Now I need to ask you some questions. Which difficulty would you like to learn? veryhard? how far have you gone so far, provide us a replay of yourself. here is one replay of 2 builds, the FLNW (FireLightNatureWater) played by Cisz (red) and the all element build played by me (blue) viewtopic.php?f=2&t=757 If you want to become a real master, it's a fairily long way, but I sugguest you can begin with reading Cisz's tower placement guide located here: http://eletd.com/tower-placement.php After that, try learning a good opening (the first 15 levels) Here's a replay of that[ download/file.php?id=43 ] and here is some avdices of where to use splash and where to use single target towers and how the opening works, in my post, the 3rd (the long)post.[ viewtopic.php?f=30&t=792&p=6851&hilit=cannons#p6851 ] The rest of the towers you have to learn about through experience. if you need more help, need to be more specific. Good luck!
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Here comes some feedback after viewing Timberwolf's replay. lvl 1. Wait for interest timer before you build. In this case it's not of a high importance, but it's good to be used to waiting for the interest timer to bass 0 before you upgrade or build if you like money. Another general thing is to never combine splash(cannons) with singletarget(arrows), unless you really know what you're doing. What it usually results in is that arrows kills every other creep, and when cannons get to fire it's not very effective. The most usual thing to actual favor the combination is if you're in lategame(not using arrows/cannons anymore) and not on random(can't sell towers). The thing is that you need splash for undead and singletarget for mehanical, and might decide to combine them to find a balance., however, in most cases you shall not combine them. Hey, nice catching a leak at area 9 (refering to http://eletd.com/images/numpadlayout.JPG )there, it's a great place to catch leaks, you have both a longpass, and time to move the builder before creeps get there. 2. Why some of us build both at area 4 and 5 (maybe you've seen a replay of the standard arrow opening?) is because those at 5 are temporary. 5 is actually not a very good placement for an arrowtower, but they are only there when timer is not showing 0 and when there are creeps close, we sell them every now and then. However, for permanent towers, use 2pass placement like area 4, 3 or 6. 9. Splash favors alot on undead, becuase when they reincarnate they tend to bunch together. however, fire is strong so no leak. fire tower is the best thing at this nature undead level, both splash and strong element. My post here contains how to do the opening, and also which levels favors splash or singletarget. viewtopic.php?f=30&t=792&p=6851&hilit=cannons#p6851 11. Fast level incoming, you should use arrows here. Are you quick enough to do such changes?:)try playing at area 3 instead. a trick is to build placeholders, like preparing some normal arrow towers, and when previous level is over, sell the towers best for that level, and upgrade the new ones. 20. use nature arrows. use area 9 for catching leaks. 23. Nova can solo until like lvl 28, so sell the other stuff for some more interest. 25. Here's one of your major mistakes in choice of tower. Blacksmith has almost no damage, it's a support tower. this one boosts by 25% so you need to boost towers of a value at least 4 times as expensive as blacksmith itself. In other words, begin spending at least 2k on damage towers before boosting them with support towers. 29. mushroom is a good damage tower, but it belongs to a 2pass, preferably where it can rest it's ability between pass 1 and pass 2 (that means, try area 6 or 9.) but i smell that you're going to raise a quaker through that mushroom, in that case it's optimal placement (quaker damages creeps around itself) and mushroom is a good tower to upgrade through. Oh, another blacksmith tower... need buffable damagetowers first. 30. with a damage like that i could figure you'd get problems this level. your damage is based on nova (light damage) and earth wave is incoming. ontop of that it's an undead wave. try to cover up for earthlevels with some nature towers, like a mushroom at 2pass placement. or just upgrade one of the blackmishts into a quaker (earth damage, but still better than light damage vs earth) adding some nature cannons temporarily this level could also have helped. Why do you pick fire2 and nature 2? gonna build a flame tower at tier 2? or just planning not to build a dual tier 2? seriously, duals are good, trust me. try the mushroom tier 2,(nothing wrong with flame2, but it's a support tower, so a bit too early.) 31. Ah, quaker, good choice, and good placement. mushroom and electricity would be other good choices. blacksmith however, might boost those sucky arrows instead of your wonderful quaker tower - sell the arrows, at least don't keep such things in range of blacksmith tower - and your quaker will be a safe target for the boost. 32. this is one of the hardest levels, so you actually have to spend your cash correctly not to leak. how about selling those arrows, never having 2 blacksmiths, and build some useful damagetowers, however, uprading tha tmushroom into quaker would have been a bad timing, always check out next incoming level, in this case it's nature. Didn't have time to watch more, but I think this'll be enough for now. gg
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yep, the range is 1500 while http://eletd.com/dual-towers.php curently sais 700. temporary.jpg
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There is even more to learn about lvl 1-10 if you want. When you add random and/or chaos it mixes up everything, but the choice of towers still follows the same rules (splash for undead etc. and opens some new values for need, like how many arrows needed for lvl 9 if there's not undead, the answer is sn super+normal). Goodluck and keep asking for strategy tips and questions if ya want