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    posted a message on Hero Line Wars

    Good point, since no one would bother changing the modes in public games anyway.
    Btw : It might've just been my imagination but I think in the HLW game last night, I noticed something odd. Interceptors (from the carriers) that were attacking enemy heroes at the middle of the circle were warped away and counted as 1 life each. (Meaning that 5 carriers = 40 interceptors = 40 lives gone). Not really an issue I suppose, and wouldn't be worth the while to fix.

    Posted in: Project Workplace
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    posted a message on Hero Line Wars

    I'd say remove observers. Most people would want to play instead of watch ( Except in map night :P )

    Posted in: Project Workplace
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    posted a message on Hero Line Wars

    I could upload the replay if you want but basically I whipped out the trusty calculator and also found that the first line gave the best income, to which I mashed the QWERT (I think it was 5 in a line) buttons constantly to quickly deplete all the resources that I gained. Quite awhile later I switched to the 2nd tier building, sending the QWERT monsters as well. At the end game when I switched to 3rd tier, I only spammed the QWERT ones for awhile before realising motherships are the way to go ( also realising that I couldn't spend my money fast enough either ).

    Rather than increasing the overall income, changing the income interval is also a viable option ( Or just make the units cost more to send whilst maintaining the same income ). Anyway, the other room you were in had a much longer battle & so I could very well be an outlier

    edit : I jabbed in a constant sending of first line units with 8% interest over a 30 minute period (Excluding the fact that it is impossible to use up all the resources before the next income later on), the income will be a whopping 440k, with 7% at a sad 173k. This means I had basically been sending an average of around 7.1-7.2% interest units

    Posted in: Project Workplace
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    posted a message on Hero Line Wars

    The income rate will really have to be tinkered around with quite a lot before getting reasonable results. I've only went for HLW during the EU night. At the beginning I was still getting used to everything and only started spamming units near mid game. By the end game of 30 mins, I had about 190k income which was rather fun to spam on my keyboard.

    Posted in: Project Workplace
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    posted a message on Hero Line Wars

    It's slowly gaining popularity on the EU so hopefully it'll be more than 1v1 soon =p

    Posted in: Project Workplace
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    posted a message on Low resolution, low settings, choppy framerate gameplay trailers don't hold my interest.

    I do say that 360p is near unwatchable, 480p being the bare minimum. But I don't really think that Ultra settings is really required to make a good impression. High resolution, low settings, good framerate = Acceptable, at least until you go huge.

    @Vexal: Go A vid like that would annoy anyone.

    Posted in: General Chat
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    posted a message on If your were a Tower In a TD what would you be

    @Vexal: Go I do suppose at the beginning few stages everyone would just keep mass building all the different types of towers. Later however, if the gameplay is interesting enough to gather more people, they'll start identifying with towers that they like.

    Posted in: Map Suggestions/Requests
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    posted a message on If your were a Tower In a TD what would you be

    @ZealNaga: Go

    Void Tower

    I notice that the TDs I've played so far only use one type of monster per wave, so this should be possible with creating a hybrid unit ( by destroying all the units absorbed and creating a unit with the same model but at a larger scale, max shield/hp being n*maxhp/shield of unit absorbed )

    I'd be a tower that heals enemy units but gives you resources for a percentage of the amount of health healed.

    Posted in: Map Suggestions/Requests
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    posted a message on Ex-TMA Discussion thread

    Meh, might as well post something useful. Names on the pic are deciphered, going in a clockwise direction starting from the top left
    哞哞 ( This pretty much translates to 'Moooooo' ... really )
    虎型 ( Tiger, with some indication of machines )
    寡奴 ( Lack of slaves / Widowed slave )
    夜探 ( Night investigator )
    湖人 ( Lake guy... or laker LOL )
    雪魂 ( Snow soul )

    Well I do see some 'elements' in there, meaning it should still be a counter-type arena game

    edit : All I'm wondering is why there're chinese characters on it and why the english names all have different fonts

    Posted in: General Chat
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    posted a message on [Revived!] Map Night

    Ack, couldn't get to try out Card Shuffle

    @Küken
    Ah. So does that mean intelligence heroes naturally have an advantage since they'll normally be wanting to increase their intelligence anyway?

    Posted in: General Chat
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    posted a message on [Revived!] Map Night

    Was a good night yesterday. Time for some feedback
    HLW :
    Awesome map. For some odd reason even after I spammed massive amounts of units, the map didn't lag for me ( Which my com usually does ). I think you've stated this earlier before but the skills that do absolute damage tend to be rather pointless late-game, whilst any skills that go by % helps alot more. The second room had an epicly long match though.

    Corruption RPG :
    It's a good map, though I also experienced quite an amount of lag (but HLW didn't =/ ). Maybe try setting it so that units only spawn when the heroes are within a certain area only? That'd help clear up the map of many units and only spawn them when we enter specific areas. The skill system is also rather odd ( Needing to go back to the high templar just to get new skills, even though I did die alot so I met him very often =p ). Didn't get past level 2 but it seems like we didn't have much choice of choosing the skills either.

    Baneling Run :
    I did suggest this in the map itself but might as well type it here again. Consider making the reduction in speed of time warp somewhat less (Maybe like getting hit by a marauder shell) while making the banelings less affected by it. Currently time warp is constantly being used to save time from getting hit by banelings since everything is reduced by the same amount.

    edit: CoreFight :
    Critters ftw. I still don't get what the special structures for each race are meant to do. Interceptors are like pesky mosquitoes that do almost nothing except as decorations. Artillery is powerful but forcefields just make them expensive, pointless toys. Missiles are op in destroying builders though (3 missiles in a row lol)

    @Mozared
    Those zerglings totally destroyed my marines. From what I can see, zerg dominates the ground but it really needs good air defense (Hilarious when you realise the banshees flew past burrowed roaches)

    Posted in: General Chat
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    posted a message on Ex-TMA Discussion thread

    So. Saturday it is.

    Posted in: General Chat
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    posted a message on [Revived!] Map Night

    Woo cake. Wait just a second... *peers at TheAlmaity's sig. Raises eyebrow*

    I'll see whether I'll be able to get on for map night tomorrow

    Posted in: General Chat
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    posted a message on The last Stand V2 release soon + beta tester needed

    @PsychoMC: Go Is it possible to create an aura that
    1. Greatly increases hp and mana regeneration
    2. Decreases the cd of skills (Or just refresh the current cooldown for all skills by x seconds)
    3. Drains the time left in summoned units?

    If it is, then after every round, initiate the aura to simulate a 'fast-forward' kind of effect. This then allows you to make a very short time gap between rounds and solves the problems stated before.

    Posted in: Map Feedback
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    posted a message on Detection without the Detector Tag

    @Khalanil1: Go I guess if you just make the movespeed of the invisible unit faster than the speed of the pseudo detector, there wouldn't be any lag distance.

    Posted in: Data
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