ender
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Everything posted by ender
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managed to get 1850 FP on non-maze, most i got with new system, beside maze infinite, and 2-man team. this is way better than old system where i got 1350 max in non-maze.
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i've been playing the new version and tested a few things. i will like to point out and ask for your opinion on them. - VH is no longer the optimal mode for max fruit points, nor is hard. normal seems to be the optimal one for high score. anything under or over in difficulty won't make up in money gain or creeps strength reduction. i've tested with different budgets and same build (max budget for each difficulty, but total budget N< H <VH) and fruit scores N>H>VH. - towers still have an awful targeting mechanic or rather glitch. is true they attack closest target, and most of the time stay on that target, but if the creeps get OOR for 1 second then come back in range the tower re-targets closest target, leaving the low hp creeps run around. still big difference between spam click attack vs let towers attack on they're own. when i was suggesting laser tower targeting mechanic, i was pointing out that that towers has 3 modes(random from my tests seems to be normal mech not actually "random") aoe/hit all equally, normal/random, target lowest target, all witch seem to work perfectly compared to other towers that can't seem to have a decent dps when left on auto attack. -clone towers have a wired mechanic of placement algorithm, they tend to place the towers they clone in the worst position possible. to be continued... can't remember now all the things i tested.
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hey. -Fixed hotkey for water tower on builder still not working. my water towers never on the bind. all others work fine, also summoning water from elemental tower works, but from builder i still can't see w.
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i hope this is the right place to post this. i don't know if this is already common knowledge but i have discovered a way to reduce low fps when alot of towers are on the map, or if your pc brakes quickly. at least for me if i use laser tower and i have 30-40 it start getting under 12 fps(12 fps is the limit from witch your eyes can see the lag, and max is 70 fps after witch your eyes can't notice a difference). so for what i have tested i got 120 lasers with 25-50 fps by moving my camera to an empty player slot and zooming in, far from my space where all the graph brake the pc(for multiplayer i guess you can find an empty spot or use the space at middle of map where the creators/help mobs are). this works even in your space, if you use max zoom in for your map it will decrease your pc load and you will see an increase in fps(again this only when you have so many towers that your pc gets under 12 fps) anyway the use for this i can see only for end levels, or levels where you need no micro like selling/ building/ targeting, this will help to prevent a fatal error due to system load witch you get when too many fruits and towers are on the screen in games(multiplayer) or reduce lag/low fps so you won't miss damage on fruits. from what i have tested, having high latency or low fps affects your effective dmg(don't really know how and why but it does), so avoiding it will help you get 100% dmg of your towers in case your pc can't handle looking at all the stuff on the screen with max zoom out. also about the tests with low fps/high latency, if you have in game "game time" activated you will see that that clock will start to move slower at low fps(i suppose and i see it for <12 fps it maybe even higher), also if you have a certain build that will kill all fruits of a given level at a certain point (tested with max level fruits) with no lag no low fps, and then try the same with low fps or lag, you will see that the last fruit will die later in the maze, so late it maybe leak or considerable distance difference, suggesting that tower damage is tied to your latency and fps(witch affect it if they are not at good parameters like 350 ms max, 12 fps min just an estimate). so short version for all to use in eletd if they have latency/fps issues or crash at fruits levels, use max zoom in for the camera, and focus on an empty player spot or center of the map(or you can zoom-in in your own player spot but with less efficiency). so not focusing the camera on the action will greatly increase performance.
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not possible, experimented in sandbox, and i was planning to move to normal game after if i was at least close to success. not even with full towers around 228 spots for them, you can do it from normal but not for hard or very hard, no matter if you go single/aoe dmg. also you could run them infinitely on very easy non-maze with smart playing. the amount they heal in hard+ is too big to even kill a fruit with 228 towers from witch 2 are pures/periodic.
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-Removed the bonus creep buff (Hero Mode) what do you mean? the creeps are still 2x hp, 100% hp and 100% shield
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Towers already target closest and stay on it? no i doesn't seem so. if you pay attention to fruit levels where the creeps has enough hp and abilities to not be one shot, the towers be them aoe or single target, support or dmg, have a weird targeting. they definitely don't keep attacking until the mob is dead or OOR, or don't seem to keep on one target too long. they do indeed target closest but i think there is the problem. they recalculate who the closest is(don;t know if every second or every 5 second ) and they swap to that new closest instead of keeping the dmg up on the first target.
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are those number the new numbers for witch difficulty? i doubt that maze will be harder i managed to run infinite fruits in team, so that is 2x protection or translated in hp 2x the hp or maze VH solo, or you need 2x dmg on VH team compared to dmg needed for VH solo, and we still run the fruits up to max 500k hp, and after 5 waves to be sure we sold and ended the game. i have another opinion VE, E, normal should get buffed in fruit points. i don;t know how new fruit system will work, but with old system in VE compared to VH you have 1 point vs 7 points, dmg wise in VE you need 55 dmg and in VH 200 dmg(this are number to show the difference in dmg needed when taking into account the hp and dmg reduction mods) so is like 1 to 3.6, money wise VE can get you around 135k(maybe more but i think 150k is a hard cap) vs VH at least 100k(you can get even close to 125k considering you get more money than VE). so the mods are VE is 3.6x times easier, you get 1.5x more money, and 7 times less points, so 1.5x3.6= 5.4, nowhere near 7 witch makes the mod really not worth it, considering that even very hard is not that hard if you pay attention, anyone can clear it, the easiest tact is spend all money asap up to wave 40-45, when the big money come in and is worth to make economy for interest, and your money spend up to that wave in towers is enough on VH to clear up to wave 61. i'm no saying make VE and other close to the 7 of VH but 5.4 vs 7 is too big of a gap. i tried to calculate how many points you will get on VE considering you have less fruit hp, less dmg mitigation, you got more money due to economy(you don;t need same tower power for first 60 waves, lots of interest), but way way lower points per kill.
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char id is at add friend by character and in the left lower corner is your number. add my EU ender@355 and US ender@3672
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i think is variable type bound, like integer or i don't know the rest , did some programing long ago, have a cap on how high the number can be, same as in wow with the 264k old gold cap, after that you will start from 0 again. i think this cap is bugging the max wave strength currently. if you get to the point the fruits get max hp, they will suddenly die from a random reason non related to towers, at least not dmg towers, it may be a support bug also combined with hp limits.
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i only get the messed up interface if i leave my home region. so is like global play is not up. 1. alot of people can't see the region button, no matter what unless you make some .xml commands in sc 2 folder witch is unofficial and who knows if is legit. 2. game is fubar out your original region i can't play a game because of random interface bugs, either crazy names instead of +10 gold or +1 something, or interface not responding at all in normal games.. again for some people .
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i tried playing on US server as a EU player(original license) and game run with random codding text instead of normal information. didn't try it on EU witch is original server.
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new sc 2 patch, i try the game and all messages and pop-ups are shown as a long long string of "param/value/number letters/more number/more letters" instead of gold gain or wave info etc.
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sc 2 update and the game now is completely unplayable, can you do a hotfix please. all stuff in game look like param/value/and a vast number of numbers and letters combo
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isn't this similar to playing on very low? or i am wrong? i thought low settings disable some important effects that eat up resources. in the end i don't think that animations brake computers i say that simulations does. at least so i see for my pc. eg i can handle 200 obliteration towers or quake, or some other towers, but i can't handle even 25-30 lasers, runic, flamethrower. so there are towers who because of they re mechanics/or something weird they brake the pc.
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i think this goes for all dmg towers aoe or single target(except if they benefit from other mechanics). they should rather target lowers hp, or target first target in range and stay on it until is dead or exits range. for aoe towers depending on they re aoe, they could target the second third target so it will hit full splash. also this targeting mechanic will be nice on hero too he also swaps targets to closest too fast. i think support towers already have decent even good AI, most of them target most valued towers 75% of the time, and debuff properly for the ones that affect waves.
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i can't name all towers i haven't see all, but it seems a general bug from sc 2 2.0.x eg single target support towers attack(incantation, polar), money tower. nice change for fruits, i mean a simple armor/dmg mitigation/hp vs lots of abilities will be easy to balance and easy for people to understand how to kill them. now is a little too complicated to theorycraft, given fruits have all abilities in game. i suggest tune the new fruits different for maze and non maze. non maze is currently kind of balanced, but in maze they are too weak, compared to the amount of money you can get and the maze length. also i forgot to mention, hero should use a better targeting ai also as is awful without micro. and all abilities are awful as well, besides the 3 ones that are on attack/ kill and do not require casting. one problem with hero i say is all cast abilities are under powered, or could use a auto-cast or on hit mechanic. again cast abilities may be good but is hard to micro in late game, and is arguable even with the 1000% buff and lvl 3 spell that they are worth over the 3 abilities that are on hit/ on kill. currently people hate hero thinking he is under powered, witch is half true, as i said casts and mana upgrade are bad, but AS, and dmg % amp is godly, + the life on kill, money on kill, and that aoe on hit with 20% chance. and another bug or just not showing properly the laser towers don't get affected by well speed buff, they have the buff on them but there is no increase in speed in the tooltip, is this a visual bug or they actually don't get help form well.
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i have a suggestion, but it may be too much for a small update. first a few bugs that happened due to sc 2 patch 2.0.5 some towers attack animation is not showing properly now, they show some random texture. second the towers have a bad targeting AI, so bad that if you micro them the difference is so huge you can;t believe it. ok you can say a "little micro" will make the difference between pro and new people, but the fact is that some towers attack speed don't allow you to easy micro them. anyway what i mean by micro is spamming your right click on what enemy or group you want to focus while you select all your towers. witch is not fun when u think that some towers have more than than 0.66 AS. this is hard to explain you must play 2 games and see the difference live of what i mean. is best seen in fruit levels(any difficulty) if you let your towers auto attack vs then play same game, same build, same settings, same towers, same money, position, but at fruit level select all towers and spam right click on your desired target(witch should be the second/3th fruit depending if you play aoe/single target/ how big of an aoe). it will give you errors for towers that don't reach that target but at long as you have some towers in range spam that lowest target or group until is down. the idea is to target first set of fruits even if is only 1 with illusion, so you will kill them rather than do some splash dmg but kill 0 or too little. why i say that towers have awful targeting(with 1 exception laser. and single target towers have better but still weak targeting AI) is because at fruit level you get composite, fast, healing, illusion, revive, even regen, and mech later on with tons of hp, and if the towers don't focus a certain group until it goes out of range they waste dmg, and in the end you get all fruits/illusions at some % hp but none dead. also in current game condition in multiplayer/ or with some tower type/ pc/ internet the game gets laggy and low fps at fruits levels, making the micro even more difficult. and i bet most of the people don't micro fruit levels, and don;t know that the dmg difference is so big with micro. laser tower has a nice AI with 3 modes and it will be really nice to implement something like that for all towers. not exactly like that but close to that AI, will help alot. and i think that the power and uniqueness of laser tower is not from the AI options is rather from the fact that you have 1 normal attack witch is 1/9 of tower power and 8 more attacks that are the rest 8/9 of dmg each with 1/9 dmg, and they can switch targets mid air, and stay there until there are no enemy in range, making it a semi aoe tower or strongest single target. so the solution now for bad targeting AI is spam clicks, but that is not fun, you still miss alot of attacks based on tower AS, is hard with the lag and low fps that can be generated in multiplayer either by your pc or from others that slow down the game, and the difference in score is so big(i managed to get almost 400 more points with same budged/tower/placements/all things with micro vs no micro, in very hard from 800ish to 1200ish). i just say you should look in a mode to improve the towers targeting AI, even if you will make it easy like implement the laser AI to all towers, that will be available to all players so it won't make the game imbalanced the only risk is that will make laser a little underpowered, but if all towers get same "buff" the game will stay balanced, will be like a +10% dmg to all towers. also a problem is the ion tower witch is the weakest slow tower, almost not worth getting. all slow towers water or nature have an aoe slow based on the attack, so lets say muck has 10 range and 6 range slow from where it hits, it could cover > 10 range with the aoe slow by hitting the last and first creep at max range, and +3 range i suppose from the aoe after or before that creep. but the ion has a field that moves too slow, or can be placed by micro cast, and is only 8 range. and again same problem as targeting AI, while rest of slow towers have 10, 12 range and at least 6 range aoe slow, and is automated, no micro required, ion has only 8 range and alot of micro required witch again can become hard in lag/low fps multiplayer games. add to this the fact that you now have to decide to i micro a weak slow, or i micro the dmg towers to kill fruits faster, and more efficient. another problem with ion is that it makes nature support build stronger than water support build, just because 1 slow tower is underpowered, and i want to go water based triples for dmg but can't because of the ion tower that will give me the weakest slow compared to nature based towers. in theory the ion could cover way more than 8 range by moving the field, but again same thing as above micro dmg towers vs slow tower, lag and low fps that almost guaranteed in multiplayer if not from you from other players. anyway i will like to know your opinions on this, if you prefer to micro the towers attacks at fruit levels or will like a better targeting AI, and how about ion tower.
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what do you mean by lowering support dps? lowering the buff? or only tower dmg, or both? if is only dmg of tower and not buffs it's worthless i think, the dmg amp/slow /tower buff is what breaks the game not support tower dps. one ideea will be to make support based on a 3th resource, that is limited as gas is(not saying 6 support towers only i say it should be limited.) or make the combos better so getting all support will not be that easy.
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it's already on with no cheating and no leaks, in maze you can run fruits even in VH up to max witch is 500k hp(50% dmg reduction) fast mech healing regen undead illusion, 60 fruits/wave . with the right maze and tower combo you can kill them without leaks and run them forever.
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something happen while testing a build for maze in VH to make fruits run forever. i was testing too see how low the budged has too be to make them run forever never leaking, and up to 430k hp they kept getting stronger visibly by them dying later on the maze. at 430k hp is the step before max hp 500k and they we're getting up to spot 2 in the maze, after that i got the last upgrade to hp, and suddenly they don't even reach spot 1. and i look closer i get 60 fruits every way and they suddenly disappear in mass and i see the count down for revive, and i get them with only 33% hp or how much is the revive. short story, fruits get stronger to lets say lvl 9 and after getting lvl 10 max lvl(let's say) they bug out and dye faster than before. way faster almost 2x faster. all this seen as where the last fruit got, or how far the fruits got before i got next wave.