Gem Td Sc2 Map

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Gem Tower Defense In Gem TD, the towers you get are completely random. Start by building 5 random gems near the track and picking a gem to keep for the roun.

Only managed to get around 2100000 on extreme with 2 tourmalines, 3 pink diamond, 2 jades, p opal, dmg aura tower (forgot name), malachite, aoe ruby tower, gold tower, blood, yellow, 2 dark emerald; all upgraded in the middle of a 5 pass spiral maze w/ 1 entrance + all the other gems. How the!@#$ does one beat extreme/insane? Review Pros: -Something about it is fun -Playable w/ just a trackpad -Eye Candy Cons: -Achievements suck compared to the amount of grind needed to get them -Boring shortly into the game; I alt tab to watch tv shows between waves.

Gem td sc2 amazing

Game needs more interaction/involvement or something to keep our attention -Luck dependant (self explanatory) Simply put, you should be using a 6 pass. If it was a typo and you are using a 6 pass, you are missing Uranium 235. Topaz slow is a unique slow that stacks with emerald and sapphire slows.

Also on the subject of level and difficulty gating. I am seeing posts in here of people complaining that they can't play x difficulty because they can't beat the one before it. Do you not realize that is the intent?

If you can't beat the normal boss, how do you expect to beat the hard boss? Likewise for hard and insane? See, Arieswind did let people pick what difficulties they wanted before the recent update. And what did he get? Endless qq about how hard insane was, when in nearly every post there was an admitted flaw or lack of skill in the posters play. After the patch a few actually came back (after usually complaining they couldn't play insane anymore) and talked about how much they learned from being forced to play the lower difficulties and how they felt better prepared to attempt insane now. On the subject of luck,one can view that as a pro too.

Luck is a cornerstone of this game's design, not an unintended flaw. Skilled players at this game typically do not run into the issues that 99% of qq posts are made about. With that in mind (to a lot of the posters in this thread), quit crying about how hard the game is and get better. It isn't unbalanced, it isn't too hard, and it isn't unfair. You just need to stop refusing to improve. Only managed to get around 2100000 on extreme with 2 tourmalines, 3 pink diamond, 2 jades, p opal, dmg aura tower (forgot name), malachite, aoe ruby tower, gold tower, blood, yellow, 2 dark emerald; all upgraded in the middle of a 5 pass spiral maze w/ 1 entrance + all the other gems. How the!@#$ does one beat extreme/insane?

Review Pros: -Something about it is fun -Playable w/ just a trackpad -Eye Candy Cons: -Achievements suck compared to the amount of grind needed to get them -Boring shortly into the game; I alt tab to watch tv shows between waves. Game needs more interaction/involvement or something to keep our attention -Luck dependant (self explanatory) Simply put, you should be using a 6 pass. If it was a typo and you are using a 6 pass, you are missing Uranium 235. Topaz slow is a unique slow that stacks with emerald and sapphire slows.

AHH your right, I was missing the uranium; thanks, i'll give it another shot:). This newest update really screws players doing insane. In the past I've gotten 2.3 mil, 2.2mil, 2.0mil dmg on the insane boss and last night I was have exceptional luck with my gems.

Gem Td Sc2 Amazing

I had Uranium, 3 dark emeralds, 2 pink diamonds, yellow sapphire, paraiba, gold, silver, 1 malachite, 2 jades, 1 red crystal, 1 star ruby, 1 black opal, 1 great opal and would most certainly have killed the boss.except I couldn't afford to upgrade everything:( It's a 6-pass maze with 2 half-spirals meeting at the crossroads for the maze. Very efficient.

I was playing my usual strategy of trying to get 2 lucky jades early so that I could afford to lucky chance to actually have a teensy tiny chance of actually getting the right perfect gems to make the correct combinations. It wasn't until around wave 36 or so that I realized I didn't have the money I usually do and checked the jades and now they only proc money once per wave!? That makes them pretty useless.

It also makes insane stupid-luck-based because a 10% chance to get perfects on top of the wide variety of perfects you need to kill that last boss has astronomically low chances without using lucky chance (and even lucky chance screws you more often then not). If you do use lucky chance too many times, you can't upgrade your towers because it costs too much money, and doesn't let you sway the lucky chance perfects in any specific direction (maybe it wouldn't be as bad if you could tell lucky chance 'I want a better chance of getting a Perfect Topaz'). And now with the jade nerfs there is literally no way to increase your income. I think I'm going to take a break from gem TD because insane got even more frustratingly dumb and the RNG was already terrible. I like the map, but these latest changes suck. EDIT: It was a 6-pass maze, '7' was a typo.

Sc2Gem Td Sc2 Map

Another bad patch.can you just stop messing it up and revert Jade to its original GEM TD You don't need to increase Jade's attack speed to 'try' to balance it. Jade's function is making gold, just revert it back, it attacks freaking fast now but it's useless considering its function is making extra gold. Making it attack faster to change its function to stun/dps is kinda just pissing people off. You are remaking GEM TD from wc3 so please just improve it, don't try to change the basics or make a completely new map with your own idea. Btw, why do you make sap/emerald auto attack? Can you just leave the players option to let it auto attack or not? (like right-clicking on repair button) it's kinda annoying when I just want to slow the creep that goes FIRST.

Jade's original attack speed was.33, even faster than it is now, by the way. I never intended jade to be a 'economy boosting' tower. It pays for itself and a little more, if you get it before 40. 2012 nissan rogue sv awd owners manual. In fact, ive found it to be one of the higher damage dealing towers in the game currently. Unfortunately due to the way sc2 works, you cant have it both ways, and i decided that having the auto targetting was better than letting a few super pros be able to micro every single slowing tower individually. And finally, this is my own map, and i change what i want.

I don't think any of the combo towers have their original damage numbers still, and all the basic mechanics are still there, so i dont see the problem. Jade's original attack speed was.33, even faster than it is now, by the way. I never intended jade to be a 'economy boosting' tower.

It pays for itself and a little more, if you get it before 40. In fact, ive found it to be one of the higher damage dealing towers in the game currently. Unfortunately due to the way sc2 works, you cant have it both ways, and i decided that having the auto targetting was better than letting a few super pros be able to micro every single slowing tower individually. And finally, this is my own map, and i change what i want. I don't think any of the combo towers have their original damage numbers still, and all the basic mechanics are still there, so i dont see the problem. If your intention is for Jades not to be making gold, you need to substantially increase the gold gains from waves.

You're completely defeating the purpose of jades. Jades added a level of strategy to the game; you could keep the damage in your maze somewhat low so that jades generated more money, but that also added a layer of risk in case your maze didn't do enough damage to actually kill the wave. Now, jades are just not worth getting because not only can they not generate income more than once per wave, they aren't even guaranteed to generate that income.

What's more, the change to jades makes the lucky chance mechanic ENTIRELY useless since it is now impossible to generate enough money to upgrade the chance and make it actually worth gambling. You removed absurd difficulty for. Some people enjoyed the challenge, and while it required a rather high amount of luck in the first 1-3 waves, it was something different from insane which actually can be beaten consistently with a minimum amount of luck. You removed microing slowing towers because it was 'unfair' that players could slow everything if they were actually GOOD? Wow, that's some pretty messed up reasoning.

What's more, you made sapphires target un-slowed targets (extremely buggy AI on those BTW) while emerald slows can still be microed. You're steadily making this map less and less fun. I understand it's your map and you're putting in the work to modify it, but completely ignoring all the feedback that people give you is not a good way to assure that your map continues to be played. In case you haven't noticed, your map is steadily dropping down the popularity list with every 'improvement' that you make.

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