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Karawasa

Element TD 0.79

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Changelog:

-Fixed rare "0 bounty bug" related to dialog issues

-Haste/Blitz (EFW) Tower now rotate properly (cosmetic)

-Infrared (FN1) and Nuclear (FN3) Towers now rotate properly (cosmetic)

-Cannon (DE1) and Artillery (DE3) Towers now rotate properly (cosmetic)

-Fixed networth display error on scoreboard in random modes

-Fixed bugs with "race + random" modes

-Fixed Conjure (DL) exploit (sell clone + real at same time)

-Fixed bug with "race + extra short" modes

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Karawasa,

I want to commend you on a fine game. I've been playing this extensively since it got big on NA, like version 0.6. I've finally decided to register here, and probably share some of my replays at some point through the various versions.

First things first: I still occasionally get extra gas when people leave the game. I usually see it on Standard mode.

Second, the recent change to how the clock works between rounds has made it impossible for people on lower difficulties to compete. I've tried a few variations on filling the entire board on Very Easy, and my best is 777 kills. But on Very Hard with a similar strategy, it's very easy to get 160 kills (800+ points).

Why is this? Well back in versions 0.75 and 0.76, a lower difficulty player could control the tempo of the game, to atleast give a chance at getting minerals for themselves. Now that the clock is fixed, the Very Hard players are favored, as they typically finish the round last, and can control when the next round begins. The Very Easy tactic was to kill ASAP and then sit on maxed mineral interest, but now that they can't control when the next wave begins this is less effective.

Finally, my big secret: Haste/Blitz Towers (FWE) are completely OP. As I said above, filling the map with Blitzes and some Factories (FE3) is unbeatable. I've tried the life gain, the Mildews, the Hail (full map of Hails on Very Easy only gets like 175 kills), the Pure light, the Obliteration tanks (pre-nerf), the lightning, and even the Laser builds, and nothing is remotely close to being as effective through the entire game and fruit rounds as Blitz Towers.

It's likely that in version 0.79, I can play Normal or Hard mode, control the tempo like I do now in Very Hard mode, fill the map with Blitzes, and get the x3 or x4 points per fruit kill and easily break 2000 points, thus making Very Hard mode impossible to compete (by finding a balance between saving minerals and the points bonus).

So if you have to change only 2 things, change the resouces bug.and nerf Haste/Blitz, but don't do it until after tonight so I can test my Normal/Hard theory! ;)

-HiggsBoson

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