roaches dont attack now and there unit buff doesnt work with the new tank, also reg stalkers have 2 range now, and melee attack until u put them in the lane to attakc and get tele'd then they have 8. i didnt try this with the roaches and mabey that works.
actually it seems like a rare bug, like mabey 1 in 20 stalkers or roaches i have can only melee till u put them down o nthe ground and let them attack and then get tele'd
Lag is reducable by reducing the number of sound channels to a minimum (tech forums ftw). Apparently the game plays the audio for every attack and action all over the map (even if its behind the fog of war, or otherwise not visible on your screen), just sounds from a long ways away are played at near 0 volume (but still require processing). Setting the number of sound channels to 20, helps a lot (went from a 4 sec per frame game, to 2-3 fps when i told the other 3 how to do that).
And yea, the Collosus gets targetted by several waves, the Overlord, Diamondback's, Brash, and even mini Cyrileo, Herder of the Helpless :P
Its damage does seem a bit high though, 1 guy building tanks, and the other building collos, for same mineral/gas amounts, the collos kill 2x as many units...
I will try that right now, also 2nding the thing about the collosus, they are very powerful, I had 2 colussus and 5 electric-tanks and it was just killing everything easily
edit: a bit unrelated but are there any other tips to reduce the lag? pm if you need to, thanks!
Well, just the sheer number of particles being used to render each attack, does push even high end cards. But, of course the game is only as fast as the slowest player..... so if you're running with a guy with an old Tandy 2000, its going to be a lag packed ride....
Just to humour myself, I ran this solo with a trainer for minerals, put 10 tanks on each platform with at least 1 of every unit, and didn't start lagging until like wave 27 or so.. Seems to be less of a strain with multiples of same units in tanks (say 4x Zealots, probably only 2x as higher demand on graphics, since animation is slightly increased with more units (see massive phaser beam from a tank with 20 sentry's for details :P)).
What happened to the game between Aug 27 and Aug 28th??? It was a great challenge until Player 1 gets 150 Gas to start off with... it made everything ridiculously easy. Is there anyway to start the game without that 150 gas???????????????? It totally ruined it. Is there an option I'm missing??????? Quite irritating as me and my 2 friends were looking forward to getting past Wave 30, discussing strategies and what not, but as soon as we saw that 150 gas, all strategy went out the window....... purely a numbers game after that....
What happened to the game between Aug 27 and Aug 28th??? It was a great challenge until Player 1 gets 150 Gas to start off with... it made everything ridiculously easy. Is there anyway to start the game without that 150 gas???????????????? It totally ruined it. Is there an option I'm missing??????? Quite irritating as me and my 2 friends were looking forward to getting past Wave 30, discussing strategies and what not, but as soon as we saw that 150 gas, all strategy went out the window....... purely a numbers game after that....
PLEASE LET ME KNOW! WE WANT THE CHALLENGE BACK!!
THANKS
not only that but player one (red) gets a set amount of minerals after each wave, i'm unsure of the exact amount, but I assume this is a hacked version that was submitted by a spoofer or something, because after a few waves i had over 700 minerals being afk with no hero, it was taking forever to load i went to bio
Hey Cyrileo, I've been playing Ultimate Tank Defense for a while now, and I also use this site frequently for my own mapmaking purposes. I was actually rather happy to have stumbled upon this thread.
I've always had one minor balance idea in mind for you. I would suggest making the zealot attack buff a % damage increase as opposed to a flat one. Because it is currently a flat increase, the overall DPS increase is a function of the attack speed of the unit being buffed. The faster the tank attacks, the more effective the buff is, while slower attacking tanks get less of an overall damage increase.
Unless, of course, you'd like to intentionally leave things the way they are for the sake of strategic depth.
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roaches dont attack now and there unit buff doesnt work with the new tank, also reg stalkers have 2 range now, and melee attack until u put them in the lane to attakc and get tele'd then they have 8. i didnt try this with the roaches and mabey that works.
actually it seems like a rare bug, like mabey 1 in 20 stalkers or roaches i have can only melee till u put them down o nthe ground and let them attack and then get tele'd
That should be fixed in the next version which will be uploaded sometime later today
alright sweet, thanks cyrileo
Love the new version. Brash sure has a hard head since he got moved back in the wave numbers :P
Small bug: If you find the "secret" with your Hero in your Tank Transport, you lose your hero.
@KevinGilbert: Go
Well, that isn't just the hero, any and all units inside transports are destroyed when its found.
Just played the latest version, some of the units attack the colossus, the Leviathan kills them in a few shots
Also noticed an increase in lag, on the final 30+ waves
@marcxdid: Go
Lag is reducable by reducing the number of sound channels to a minimum (tech forums ftw). Apparently the game plays the audio for every attack and action all over the map (even if its behind the fog of war, or otherwise not visible on your screen), just sounds from a long ways away are played at near 0 volume (but still require processing). Setting the number of sound channels to 20, helps a lot (went from a 4 sec per frame game, to 2-3 fps when i told the other 3 how to do that).
And yea, the Collosus gets targetted by several waves, the Overlord, Diamondback's, Brash, and even mini Cyrileo, Herder of the Helpless :P Its damage does seem a bit high though, 1 guy building tanks, and the other building collos, for same mineral/gas amounts, the collos kill 2x as many units...
@Sgat8516: Go
I will try that right now, also 2nding the thing about the collosus, they are very powerful, I had 2 colussus and 5 electric-tanks and it was just killing everything easily
edit: a bit unrelated but are there any other tips to reduce the lag? pm if you need to, thanks!
@marcxdid: Go
Well, just the sheer number of particles being used to render each attack, does push even high end cards. But, of course the game is only as fast as the slowest player..... so if you're running with a guy with an old Tandy 2000, its going to be a lag packed ride.... Just to humour myself, I ran this solo with a trainer for minerals, put 10 tanks on each platform with at least 1 of every unit, and didn't start lagging until like wave 27 or so.. Seems to be less of a strain with multiples of same units in tanks (say 4x Zealots, probably only 2x as higher demand on graphics, since animation is slightly increased with more units (see massive phaser beam from a tank with 20 sentry's for details :P)).
What happened to the game between Aug 27 and Aug 28th??? It was a great challenge until Player 1 gets 150 Gas to start off with... it made everything ridiculously easy. Is there anyway to start the game without that 150 gas???????????????? It totally ruined it. Is there an option I'm missing??????? Quite irritating as me and my 2 friends were looking forward to getting past Wave 30, discussing strategies and what not, but as soon as we saw that 150 gas, all strategy went out the window....... purely a numbers game after that....
PLEASE LET ME KNOW! WE WANT THE CHALLENGE BACK!!
THANKS
not only that but player one (red) gets a set amount of minerals after each wave, i'm unsure of the exact amount, but I assume this is a hacked version that was submitted by a spoofer or something, because after a few waves i had over 700 minerals being afk with no hero, it was taking forever to load i went to bio
I have fixes made for all this stuff.. Just trying to get brash too upload is a job in itself though -_-
Hey Cyrileo, I've been playing Ultimate Tank Defense for a while now, and I also use this site frequently for my own mapmaking purposes. I was actually rather happy to have stumbled upon this thread.
I've always had one minor balance idea in mind for you. I would suggest making the zealot attack buff a % damage increase as opposed to a flat one. Because it is currently a flat increase, the overall DPS increase is a function of the attack speed of the unit being buffed. The faster the tank attacks, the more effective the buff is, while slower attacking tanks get less of an overall damage increase.
Unless, of course, you'd like to intentionally leave things the way they are for the sake of strategic depth.