shadowart Posted March 3, 2016 Default targeting is incredibly infuriating in pretty much every scenario where you aren't able to instantly kill the creeps as they arrive. Once a creature gets past your towers they will actively avoid targeting it and thus allowing it to leak. This is particularly annoying against shield mobs as those are harder to manually target down and they also force your towers to chose new targets more often. Suggestion: Towers (at least single target ones) should target the creep that has gotten the furthest into maze. One easy way to implement this would be to assign a number to each creep representing the order in which it spawned and then defaulting to the creep with the lowest number. This would also be very useful for clearing frog waves on rush. Quark towers could do the opposite as that likely would let them stick on the same target for a longer time. Edit: This should go into the Dota 2 section, not mobile. Go to top Share this post Link to post
Noya Posted March 3, 2016 We have discussed changing this, here https://github.com/Karawasa/Element-TD/issues/176 and here The problem is not implementation, but balancing/design choice (as well as a concern on script performance). I will add it to the Normal difficulty and see how it fares Go to top Share this post Link to post
Karawasa Posted March 9, 2016 We added a variant of this. Single target towers now prefer "older creep waves" to help prevent leaking. Go to top Share this post Link to post