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GIVE ME WOOD NOOB!



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#41 Waffle(est)

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Posted 18 September 2013 - 11:20 AM

@oufo getting 2 build areas is basically useless... u do know that right..


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#42 oufo

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Posted 18 September 2013 - 01:44 PM

Actually it's not .. with 2 build area my worker never "NEVER" stops building mills .. .. not even for 1 sec or to walk up to the Mill and place it .. 0 downtime of building mills unless i have to go and build a factory for a level 7. 2ndly i can que 8 mills instead of 4 which gives me more time to focus on upgrading and placing the mill .. with just 4  mill .. i wouldnt be able to get the alch to place a mill and come back .. if i need to blink .. anyhow geting the 2nd mill area takes 2 up to 2:30 minutes additional .. but it guarantees 0 downtime later on the game .. if someone is using 1 mill area and between each placing takes him 2 sec .. i could easily beat him .  with my mill setup .



#43 TheDwarfLard

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Posted 18 September 2013 - 02:08 PM

Shouldn't you get your waller 3 lv 7 mills too (that would still go to your production, just an extension on it). Would save a little room and give more wps.



#44 Waffle(est)

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Posted 18 September 2013 - 03:23 PM

production IS transferred with cede.



#45 oufo

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Posted 18 September 2013 - 03:28 PM

production IS transferred with cede.

that means that if i get him( my Waller)  mills it wouldn't count toward my production .. @dwarf

cuz if that was the case .. someone could just get 4-5 war3 running at same time and spam level 7s .. and give cede .. he would get most production.


Edited by oufo, 18 September 2013 - 03:31 PM.


#46 Waffle(est)

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Posted 18 September 2013 - 04:01 PM

exp rates: (presuming maximum difficulty)

 

  • per kill
    • 1/10 ->1/100
  • per lumber produced
    • 1/20 ->1/10000
  • kill eternia:
    • 500
  • kill trojan+naojort:
    • 125
  • kill behemot:
    • 40

some exp amounts/rates depend on difficulty others not.

the gain rates that change over time take effect after EVERY time you get some of that stat, experience is now stored as a real number internally.

 

implications:

  • the more wood produced/kills you have the less effective it will become for you.
  • after 30 min you have allready gpot the vast majority of exp from kills/lumber and it would be nice to give some to your friend (for whom it would be hundreds of times more effective)


#47 oufo

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Posted 18 September 2013 - 04:33 PM

the exp isnt the problem .. since my waller "maxrulez03" is already rank 50 .. we dont really care about exp.. + Eterina gives the most exp .. so we have no problems ... cuz with everygame we kill eterina .. now we do it with 0 bugs .. but most of the time our base gets destroyed on wave 8 ~ only heros remain XD 


Edited by oufo, 18 September 2013 - 04:34 PM.


#48 Waffle(est)

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Posted 18 September 2013 - 04:43 PM

spam medics + few lt hello123 and tank with your heroes..

creeps wont go past heroes so u pretty safe as long as they don't die...

 

also max lvl walls and repair keys help.



#49 oufo

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Posted 18 September 2013 - 05:43 PM

actually i was building with no walls.. had a commander maxed before tyrant  and the creeps just kept bypassing them and going straight for the mills we were building at SUmmer COttage.



#50 Waffle(est)

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Posted 18 September 2013 - 06:04 PM

like i said.. u need walls :P



#51 oufo

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Posted 18 September 2013 - 06:26 PM

If i start building my walls by the time the trojan comes .. they upgrade so slowly .. takes for ever.



#52 TheDwarfLard

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Posted 18 September 2013 - 08:26 PM

If i start building my walls by the time the trojan comes .. they upgrade so slowly .. takes for ever.

Or you could just make walls earlier; you could still have Commander tanking for however long you want.



#53 Waffle(est)

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Posted 18 September 2013 - 08:33 PM

comon making barricades takes 2s...

 

just place them right away and then go lumber while cdr tanks.



#54 oufo

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Posted 18 September 2013 - 08:40 PM

Well .. some creeps bypass my hero every 10 minutes at least.. and when i do commander i ignore walls 100% till 5 minutes before the trojan at most



#55 Waffle(est)

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Posted 19 September 2013 - 06:46 PM

k.. update...
i did some testing and it seems i was wrong about the repair units.

 

the most effective mill-factory-formation is all factories as in erdams first post.



#56 oufo

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Posted 19 September 2013 - 07:36 PM

OUCHY !! u keep wasting that time wihtout geting anything from it what a shame .. :S 

 

U gonna fix it thou ? 



#57 Waffle(est)

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Posted 19 September 2013 - 07:44 PM

fix what?

 

erdams tut is correct



#58 oufo

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Posted 19 September 2013 - 07:49 PM

make the Repair units help in building faster than factories as in the Efficiency ? 



#59 TheDwarfLard

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Posted 19 September 2013 - 10:24 PM

I'm not really sure it's worthwhile to do; they function just as they say: high tier repair units repair much faster than the repair factory do, but with the aid they both give when building something, that isn't technically repairing it. Telling either to repair a non-completed building (assuming builder left and is doing something else) doesn't actual do anything, it hasn't lost any health that needs to be repaired, it's just missing it from Warcraft III's (and many other engines do this too) engine that makes buildings being constructed start at a small percentage of their total HP.

 

P.S. I hope I made some sense in that post.


Edited by TheDwarfLard, 19 September 2013 - 10:25 PM.


#60 erdam

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Posted 20 September 2013 - 04:22 AM

Of course i have true lol, because I AM THE TRUTH !!  :P

 

Now, in the factories/repair units description, maybe you can distinguish the real repair rate and the build rate which are not the same as TheDwarfLard explained above. 

 

Or changing this system can be an option too, rly dunno...







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