Stick Page Forums Archive

Ele really Needs help

Started by: PUMU | Replies: 82 | Views: 9,163

jerrytt
2

Posts: 1,258
Joined: Oct 2012
Rep: 10

View Profile
Aug 31, 2014 6:36 PM #1238820
Quote from Skeletonxf
Yes, something really needs to be done with castle, now we have OvC and EvO horridly imbalanced on it, but if Earths get nerfed then ele won't have any early game on longer maps.

I was thinking castle could auto create one of each empires' defensive structure thingy by their first gold row. This would shut down EvO ele fire+earth starts because the archer would be safe from the fire and also would give chaos a chance at the map on CvO. Ele's blind gate won't help much tbh but then ele hardly struggles on uber short maps right now. Thoughts?


That sounds interesting, and it would fit with the castle theme. But in regards to OvC: archer spam gg

And elementals would be at a huge disadvantage if this happened.
CRAZY JAY
Administrator

Posts: 374
Joined: Aug 2005
Rep: 9,001

View Profile
Aug 31, 2014 7:13 PM #1238829
Cycloids are meant to be a big part of the game, however self casting can be tricky. Working on something like: Cast, Then another button for self cast.
HattoriHakuya

Posts: 94
Joined: Jun 2014
Rep: 10

View Profile
Sep 1, 2014 1:50 PM #1239084
Cycloids are meant to be a big part of the game

I kinda figured that, and tried to work on an EvO macro with cycloids, but it doesn't really work unless you sacrifice your infantry. Air+Cycloid is what I'm going against chaos(doesn't work always), but against order you need a tank. But if you want to include charrogs, you have to maintain an army of airs, water, fires and earths, which is practically impossible. And, CJ, about the blind gate...this has been mentioned a billion times, nothing can be done with the blind gate. I went to the extent of hiding an infernos just behind the blind gate against a turtling opponent and using both spells , meteor strike first(non-ranked ofc), but they saw the spells easily.
Working on something like: Cast, Then another button for self cast.

That would be really useful since cycloids are tough to micro if you have too many, but EvC and blind gate are 2 things which need serious attention. Rebuffing fires(atleast the range), and fixing something bout cycloids are other issues. Cycloids have some issue too. I can't quite put my finger on it, but even against chaos, when I have complete advantage with towerspawn, cycloids can be kited and one reap can probably lead to the death of one cycloid (if its used at the right time). Thats 750 gold 100 mana down by 400 gold 400 mana per whatever reaps reload time is. And if the enemy is at their base with a marrow and CD, you cannot even take out the marrowkai with your airs.
ImpossiblePIE
2

Posts: 148
Joined: May 2014
Rep: 10

View Profile
Sep 2, 2014 12:16 AM #1239200
There should be a poll on to keep blind gate or not. But its gonna be
DONT KEEP BLIND GATE.
_Ai_
2

Posts: 11,256
Joined: Nov 2012
Rep: 10

View Profile
Sep 2, 2014 5:50 AM #1239293
Quote from ImpossiblePIE
There should be a poll on to keep blind gate or not. But its gonna be
DONT KEEP BLIND GATE.


More like the 3rd option would be more popular; make blind gate do something useful
Skeletonxf
2

Posts: 2,706
Joined: Aug 2013
Rep: 10

View Profile
Sep 2, 2014 9:17 AM #1239325
Quote from _Ai_
More like the 3rd option would be more popular; make blind gate do something useful


Considering it practically has to be a stationary unit that can't be controlled, and walls and turrets are already taken, there's not a huge amount of other things for it to do.

Maybe some sort of slowing thingy, but then it still wouldn't be that useful for defence.
jerrytt
2

Posts: 1,258
Joined: Oct 2012
Rep: 10

View Profile
Sep 2, 2014 5:41 PM #1239451
Make it have infinite (or really high) health and give it a hitbox. Set a time limit like 10 or 15 seconds. This way it will stop all projectiles from things fired outside the gate, forcing them to eitehr retreat or move past the gate. Keep the current blind function so that you cant see without going through. Make it possible to go through. Just an idea.
Skeletonxf
2

Posts: 2,706
Joined: Aug 2013
Rep: 10

View Profile
Sep 2, 2014 6:29 PM #1239458
Quote from jerrytt
Make it have infinite (or really high) health and give it a hitbox. Set a time limit like 10 or 15 seconds. This way it will stop all projectiles from things fired outside the gate, forcing them to eitehr retreat or move past the gate. Keep the current blind function so that you cant see without going through. Make it possible to go through. Just an idea.

I like that idea, especially as ele can't currently handle projectiles that well, however, for actual defending purposes the opponent could just fall back and try again 15 secs later and you've wasted 550 gold. :/
CRAZY JAY
Administrator

Posts: 374
Joined: Aug 2005
Rep: 9,001

View Profile
Sep 2, 2014 7:54 PM #1239471
Blind gate will eventually be more useful - But its not as bad as you might think.
PUMU
2

Posts: 2,278
Joined: Dec 2012
Rep: 10

View Profile
Sep 2, 2014 9:06 PM #1239485
explain how it has use currently plz.
ill try it out if i know how to use it.
it supposedly is supposed to keep eyes off of where the opponent could normally see.
however, if any unit is placed beyond it boundary the effect wears off at that instant until it either is no longer beyond that range or dies. not sure how this can be used strategically.
HattoriHakuya

Posts: 94
Joined: Jun 2014
Rep: 10

View Profile
Sep 3, 2014 11:30 AM #1239716
its not as bad as we think.... I really dunno man, I tried hard. I mean, it would've been more useful if the opponent couldn't see even with a unit ahead of it. But if you're trying to test us CJ,i think we've lost here. I dunno anyone whos come up with a strat for blind gate
Skeletonxf
2

Posts: 2,706
Joined: Aug 2013
Rep: 10

View Profile
Sep 3, 2014 4:14 PM #1239796
Quote from pumuecils
explain how it has use currently plz.
ill try it out if i know how to use it.
it supposedly is supposed to keep eyes off of where the opponent could normally see.
however, if any unit is placed beyond it boundary the effect wears off at that instant until it either is no longer beyond that range or dies. not sure how this can be used strategically.

I reckon it could be useful for hiding spell casts and stuff but for the gold cost I don't think it's currently worth sacrificing the air or even the earth unit to get something that is very easily countered and doesn't actually deal damage.
Nyarlathotep

Posts: 2,240
Joined: Jan 2013
Rep: 10

View Profile
Sep 3, 2014 8:13 PM #1239846
Quote from Skeletonxf
I reckon it could be useful for hiding spell casts and stuff but for the gold cost I don't think it's currently worth sacrificing the air or even the earth unit to get something that is very easily countered and doesn't actually deal damage.


You still hear the spell though.

You could conceal a V behind it? I guess? But then it'd still be targetable and visible after the ninja gets past the gate.
PUMU
2

Posts: 2,278
Joined: Dec 2012
Rep: 10

View Profile
Sep 5, 2014 2:09 AM #1240242
K so I've been on a winning streak.
Apparently I need to experiment with my starts vs chaos.
Tree
Fire
Air seem to be very viable starts.
Fire the least so.
HattoriHakuya

Posts: 94
Joined: Jun 2014
Rep: 10

View Profile
Sep 5, 2014 3:16 PM #1240445
yeah fire would suck..tree i dunno, cant he bomb+cat stream your miners without caring bout the tree~?
Website Version: 1.0.4
© 2025 Max Games. All rights reserved.