Cisz Posted August 19, 2008 Seems to work just fine. Im not sure how well affects this though, there is no visible change, but the dms-o-meter tells me it's properly affected by waterfall. Dunno about the looks, the orb is pretty crummy. And a mass of them (like 30) causes the fps to go down from ~50 to ~25. Go to top Share this post Link to post
Karawasa Posted August 19, 2008 If we used a more intensive orb model, the fps drop would be greater. I can make the orbs bigger if that would help. The orbs are created and fired on every attack, so a Spring Forward buff makes this happen more often. Is it fun? Go to top Share this post Link to post
DDRKirby(ISQ) Posted August 19, 2008 bigger balls--er, larger orbs might help....looking forward to experimenting with it. Maybe the max/min range should be specified somewhere in tooltips? (range for flesh golem link should be in there somewhere too--it's probably already there but I only played once so I can't remember for sure.) Go to top Share this post Link to post
jolin012 Posted August 20, 2008 I was also imagining one cool looking big ice/metallic orb (but when i saw what it was turned into instead, i suspected it was due to fps problems)rather slowly circling around. Btw, the bigger area selected, the better, cause it doesn't lose laps/sec for that, only gains speed (in range/sec that is) Go to top Share this post Link to post
Twilice Posted August 20, 2008 Same here, like a big metal ball xD that isn't moving in turbo mode. Go to top Share this post Link to post
Karawasa Posted August 20, 2008 The orbs will be larger for b13. I will also put in information about the minimum and maximum ranges. By the way, it displays the range in the tooltip(Orbit - [Radius 250]). Go to top Share this post Link to post
m0rph1ing Posted August 25, 2008 I think the orb should go clockwise instead of counterclockwise. This would make it more optimal at VII and I instead of only at V. Go to top Share this post Link to post
DDRKirby(ISQ) Posted August 26, 2008 or perhaps have it be an option. it seems odd to have an arbitrary choice like that dictate the towers' effectiveness in certain positions. Go to top Share this post Link to post
jolin012 Posted August 26, 2008 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. Go to top Share this post Link to post