no problem :) With this You can tweak Your td easy.
Tho maths my vary by how distance is calculated ingame which I personally don't know at all. How is a 3x3 tower range calculated by sc2 ? How is a 2x2 tower range calculated by sc2?
Anyway the sad this is that traps loose their meaning at some point :P <trap fan=""> :(
ok I'll try to add farts and stalkers now. any suggestions about those statistics ?
:) Did you even read my thing ? :P
ok ->
Fully Upgraded Thor +20% dmg boost (with aura tower) = 30000 + stuff
0.18 vs all
vs
Fully Upgraded Phoenix +20% dmg boost (with aura tower) = 24000 + stuff
either 0.49 vs mobs and 0.33 vs bosses
or 0.62 vs mobs and 0.18 vs bosses
thor tower is seriously opd to 10-th power vs single target.
numbers like 0.18 mean ofc that You spend 0.18 mineral to do 1 point of damage to Your target.
also 1 question
do Colossuses have 2 attacks (like stalker) or 2 splashes ?
Assuming that they do 2 splashes:
Fully Upgraded Colossus +20% dmg boost = 20000+stuff
0.65229785
Fully Upgraded Fart +20% dmg boost = 12100 +stuff
1.701885858
Colossus is over 260% more effective than fart.
It's like the best path is to just sell all towers when You can get 50 000 for them and buy Yourself a colossus + thor. They'll kill all.
1. fire trap needs at least 2 upgrades
2. lightning trap needs at least 1 upgrade
3. lurkers are too slow or have too low range
4. farts are too powerful and 90% of people are using them in mp which makes this td look silly.
5. upgrade options for traps could be useful,
6. Wave 30 boss is too hard, wave 40 boss is extremely easy compared to w 30.
edit:
7. on 110% difficulty fire traps outclass everything in first 10 rounds, weird but true.
8. is it possible to reduce distance between placed traps? intersections could be more usefull.
9. also the 2 spaces that are freed after round 10 containing rocks, could you reduce their amount ? (still blocking a 3x3 tower but letting a poison and then aura tower be placed next to eachother or sth similar, this blocks many strategies.
all in all this td is not perfected a lot but still it's playable. Good luck buddy :)
edit again:
10. slow 1 and slow 2 towers don't overlap. If target is hit with slow 1 tower and a second later with slow II tower his slow doesn't get upgraded to slow 2 but remains slow 1. it's a bug and should be fixed ;)
11. lurker trap has the same cost/damage ratio in all 3 upgrades whereas in all other towers it decreases over upgrades, this makes it useless in late starges of the game. if it got faster with upgrades then it wouldn't suck totally against regular wave 30+ units with 4 speed.
Single Target Towers Ranking
1.Thor 0.32
2.Phoenix (2) with upgrade +50% boss -25% mob 0.45
3.Banshee (3) charge lv 3 0.55//better with upgrade but I don't know how to calculate bpb with charge up.
4.Phoenix (3) with upgrade +50% boss -25% mob 0.58
5.Banshee (2) charge lv 3 0.70//better with upgrade but I don't know how to calculate bpb with charge up.
AoE Towers Ranking
1 Colossus 2.38
2. Mothership 3.05//because it has 6 attacks.
3. Siege Tank (3) 4.05
4. Siege Tank (2) 4.20
5. Siege Tank (1) 4.46
Trap Towers Ranking
1. Poison (2) 0.91
2. Poison (3) 0.92
3. Poison (1) 1.00
4. Fire (2) vs Bosses 1.67
note that with slow lvl 2 Your lightning trap gets 50% more effective.
note that it's hard to utilize all 20 seconds of poison trap without placing a lot of slow towers
note that all traps are ineffective in last 10 rounds or so.
Units not included yet: stalker, fart.
All in all supertowers are too powerfull, cost less and grant people a great buck per bang. Upgrading most towers to higher level does provide a bonus but in some cases it's just wasting cash. This td needs some work!
//anyway I'm amazed that You can get 2700 games/hour with this thing ;)
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