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MineralZ 1.55(f)


wip-png.353173



*Reworked nearly every system in the game to improve efficiency and reduce lag.

*Removed ALL waves and replaced them with new counter-parts. There are a total of 32 base wave-type units that have varying abilities. Each wave type is modular - allowing me to add/change/remove existing wave types with ease.

*Provided a large buff to the regenerators - double the range and healing but at double the price.

*Removed the ability for any zerg (minus wave 30 boss) to destroy the natural walls in the game.

*Many zerg can now burrow under your wall, jump over your wall, or fly over your wall.

*Reworked Thermal turrets to give them AOE atttacks and multiple attacks per second.

*Reworked Reaper turrets - they now gain damage and attack speed over time (visibly)

*Tesla tower chaining has been reverted back to the original style.

*Added docking port which currently features two air vessels. One that mines and another that attacks.

*Added Mineral Deposits - Large minerals with more life that can only be mined through "Destructive Mining" (Mining ship and Golem)

*Added energy shields as a wall tier option

*Added solar panels as a power generator option

*Added a bunker building

*Reworked the sentry tower

*Added a "Holographic display" that shows what the next wave will be.

*Added/changed a bunch of icons and special effects / sounds.

*Changed Font
*Added a playable zerg slot called "Host" - currently WIP and not quite ready for playing yet. Slot is
filled by a computer but can be filled by a player for testing purposes.

*Added the Artillery canon - a tower that fires at the cost of Rubinite.

*Added Seismic tower - AOE damage with a slow.

*All turrets are constructed by first building the foundation called a turret base. After that is built, it can be upgraded to any turret type. This foundation effectively raises all turrets off the ground.

*Factories no longer require any energy.

*Minerals now have quality. Higher quality = more life and regeneration.

*Reworked terrain generation

*Reworked Zerg AI
For 1.5(a):

Fixed bugs.
For 1.5(c):

Fixed bugs. Wave types are fixed, terrain generation fixed.
For 1.5(c)(1):

Fixed saving (-save).
For 1.51:

Fixed numerous bugs, added wave 40 boss, added new start, victory and defeat sounds. Added various icons for upgrades. Changed how mineral quality affects mining... And much more.
For 1.52:

*Added batteries: Branch off from Generators. Mobile power generation structure that directly uses diamonite to provide energy.
*Easy mode has a longer day 1, higher mineral quality.
*Various balance tweeks: Wave 20 boss has less AOE on his attacks and drains less mana.
*New icons for various upgrades and structures
*Fixed Magnet towers
*Added victory / defeat music
*Increased base find time to 25 seconds
*Miners can now see over most temple blocks
*Fixed multiplayer desyncs due to blizzard patch
*Fixed various bugs
For 1.52(a):

*Minerals now have a visual quality indicator

*Added Wraith Vessel
^- Purely offensive ship used to combat the zerg, costs 200/200/200/200. Deals significant AOE damage.

*Added Crystal Stabalizer
^- A [Tier 2] branch off from the regenerator. Capable of healing minerals at a slow rate without power and at a quick rate with power.

*Minerals Average and below do NOT regenerate over time anymore

*Moved all flight upgrades to the Docking Port

*Added the upgrade Microfusion Cores
^- Provides ships with passive energy regeneration for sustained flights.

*Added the upgrade Upgraded Firepower
^- A 5 Level upgrade that increases the damage of all your flight vessels.

*Fixed Battery [Tier 5] Bug

*Default regenerators no longer heal minerals

*The countdown before miners spawn has been reduced to 5 seconds. Players no longer have vision during this time. Increased day 0 time to compensate (Easy: 300 Seconds, Normal+: 200 Seconds).

*You can now only build 1 house

*Added Beacon Structure
^- Unlocked after building a house. Structure with 1x1 Placement that allows your to return minerals. Max of 10 beacons per player.

*Zerg now have a 1 in 10 chance to drop genetic material which provide a random number of minerals when picked up(Between 1 and the current wave number.)

*Added Feclid Wall [Tier 11], costs 2000/0/0/0 with 21k HP and 20 HP/S

*Droid now costs 15/15/15/15 instead of 5 credits. You still need the research Droid AI to build more than 1 droid.

*Droid AI costs changed to a static 5 credits per level.

*Spiked Walls upgrade changed to static 1 credit per level.

*Fixed a bug with Kabraxis causing him to burrow at the wrong times.

*Removed immolation from all thermal turrets.

*[Tier 5] Thermal Turrets and above have an increased AOE from 300 to 512.

*Zerg Nydus Worm HP has been reduced by 66%

*Added Zerg Ultralisk. Spawns after wave 20, deal AOE damage (192 AOE), and has 50 armor. Base HP 650, gains 150 per wave number.

*Fixed saving of the furthest wave reached.
For 1.52(b):

*Nerf to battery: max power of all batteries reduced by 25%

*Reduce energy cost of seismic towers: [Tier 1] - 10, [Tier 2] - 15

*Added [Tier 3] Subsonic Seismic Tower: Cost 120/120/120/120, AOE 1024, DMG 450, ENERGY 20

*Added [Tier 4] Supersonic Seismic Tower: Cost 300/300/300/300, AOE 1200, DMG 1000, ENERGY 30

*Added [Tier 8] Syonic Fusion Turret: Cost 0/120/0/120, Range 700, DMG 275, ATK SPD 0.7

*Fixed boss AI where they would not path properly

*Added Wave 50 Boss
^- Khahrahk the Scarlet King

*Bosses now gain 5% damage per attack (multiplicative)

*[Tier 8] Syonic Inferno Turret base HP increased from 200 to 800

*[Tier 4] Bionic Rocket Turret base HP increased from 300 to 500

*Wave 40 Boss Xoviks the Vile poison potion attack increased from 1 time per second to 4 per second

*Nerf to walls: All walls now have 1 armor per tier (Max of 11 at the moment at Feclid wall)

*Turret Base height decreased by 96

*Added [Tier 9] Feclid Inferno Turret: Cost 0/0/0/500, AOE 512, DMG 475, ENERGY PER ATTACK 7, ATTACK SPEED 0.1(edited)

*Fixed Vessels not dying without power bug

*Fixed anti-air turret AI

*Removed human borders for high resolution
*Added [Tier 5] Missile Turret: Cost 0/0/300/300, RANGE 1200, DMG 350, ENERGY PER ATTACK 12, ATTACK SPEED 0.25, MAX TARGETS: 3

*Added [Tier 6] Superior Missile Turret: Cost 0/0/800/800, RANGE 1500, DMG 800, ENERGY PER ATTACK 15, ATTACK SPEED 0.20, MAX TARGETS: 5

*Added [Tier 8] Feclid Fusion Generator: Cost 0/500/0/0, RANGE 900, ENERGY PER SECOND 50, ENERGY REGEN: 65, MAX ENERGY 700

*Added [Tier 9] Feclid Fusion Turret: Cost 0/300/0/300, Range 900, DMG 750, ATK SPD 0.65

*Added [Tier 10] Hellfire Turret: Cost 0/0/0/1200, AOE 512, RANGE 1200, DMG 450, ENERGY PER ATTACK 12, ATTACK SPEED 0.1(edited)

*Normal Mode now goes to wave 40

*Hard and above go to wave 50

*Added [Tier 8] Feclid Regenerator: Cost 300/0/300/0, RANGE 1500, HEAL PER SECOND: 90

*Added [Tier 9] Chromatic Regenerator: Cost: 800/0/800/0, RANGE 1600, HEAL PER SECOND: 300

*Added [Tier 9] Chromatic Fusion Generator: Cost 0/1200/0/0, RANGE 1000, ENERGY PER SECOND 150, ENERGY REGEN: 200, MAX ENERGY 1500

*Nerf to droids, they no longer receive any bonus or penalty from mineral quality(edited)

*Max number of droids through the Tech Droid AI nerfed from 4 to 2. You can have a max of 3 droids versus 5 now.

*Credit Tech Diplomacy cost changed from 6 credits to 2(edited)

*Hard difficulty is now 50% harder, Nightmare is 100% harder, Hell is now 200% harder then previously.

*Code wipe
For 1.53:

*Removed voting for difficulty. The player closest to red (lowest player number) chooses the difficulty.

*Slightly nerfed Microfusion Cores Upgrade in terms of passive energy regeneration. Fixed the cost.

*Special spawns (Corpse, Temple and Mount) have been given a 10% chance individually to spawn.

*Increased Reaper Turrets attack speed by 100%

*Added warning for low powered vessels

*Zerg can now attack vessels

*Minerals, when destroyed, give an extra 50-200 minerals

*All tiers of Crystal Stabalizer now cost 10x as much minerals.

*Nerfed Regenerative Remedy - reduces damage to minerals by 25% versus 80%.

*Fixed wave 50 boss

*Tesla towers:
T1: DMG 50, Cost 85/0/0/85
T2: DMG 90, Cost 153/0/0/153
T3 DMG 162, Cost 275/0/0/275
T4 DMG 291, Cost 495/0/0/495
T5 DMG 524, Cost 892/0/0/892
*Thermal Turrets:
DMG S/ D/ E/ R
Tier 1 15 0 0 0 22
Tier 2 30 0 0 0 45
Tier 3 60 0 0 0 90
Tier 4 120 0 0 0 180
Tier 5 240 0 0 0 360
Tier 6 480 0 0 0 720
Tier 7 960 0 0 0 1440
Tier 8 1920 0 0 0 2880
Tier 9 3840 0 0 0 5760
Tier 10 7680 0 0 0 11520

*A small text box will appear when selecting ally structures, showing their current resources

*"Improvement" of Temple generation. Now uses 12x12 prefabs during the loading screen, and then fills in the rest of the temple with the usual generation. In-game load time reduced greatly.

*Size of Temple was reduced by 4x4

*Added "-angle ###" command to change angle of attack

*Added Warcries for each boss

*Exploding zerg deal significantly more damage

*Fixed minerals spawning on top of and beyond arena walls

*Added two new tiers to the Reaper Turret. Reaper turret base attack speed increased by 1 attack per
second. Attack speed gain halved to compensate.

*Added skip cinematic option for "player host"

*Fixed Artillery Cannons

*Added 3 new tiers to the Artillery Cannon

*Added new credit upgrade: Duplicating Rounds - Allows the Artillery Cannon to have a 50% chance of creating a new round at no cost. Costs 10 credits
For 1.53(a):

*Fixed various bugs.

*Added wave 60 boss
For 1.54:

*Reworked the entire harvesting system
*Reworked the OnAttack system to be far more efficient
*Negative gem quality removed. Gems are either baseline and above
*Reworked the Tesla Coil chaining to be far more efficient

*Reworked the Zerg AI to remove stutter steps

*Increased max wave spawn to 75 units at one time(edited)

*Changed the gem quality names Impeccable> Exquisite> Flawless> Fair

*Fixed Diamonite Mining upgrade tooltips

*Fixed Building names bug

*Fixed Zerg causing lag at later waves

*Negative gem quality removed. Gems are either baseline and above
*Fixed wave 10 boss and improved zerg AI

MineralZ is SIGNIFICANTLY less laggy. I had to rewrite some major systems, but the end result was well worth it. Enjoy!

For 1.54a:
*Fixed the fatal crash bug thanks to gondarwars! Implemented various other bug fixes.

For 1.54b:
*Major bug fixes.

For 1.54c:
*Minor bug fixes.

For 1.55:
* Fixed Desync(s).
* Refactored a lot of GUI into vJass for perforamce improvements.
* Auto loading is now implemented. You'll have to load your code manually just once, then it will automatically detect it in later games.

For 1.55(b):
*Fixed more desyncs.
*Fixed the auto loading and saving.

For 1.55(c):
* Fixed varius tech tree requirements.
* Fixed energy issue(s) with various towers
* Fixed building naming issues when cancelling an upgrade
* Regular towers can no longer target burrowed units. Seismic towers can target visisble burrowed units.
* Vessels can no longer be targeted by most zerg. However, all bosses can still attack vessels.
* Mineral deposits now yield x12 the regular mining amount, but take 10 times as long to mine.
* Waygates are no longer targeted directly by zerg, giving players more creative freedom with zerg destruction.
* Slightly buffed all fusion turret damage
* Added two tiers to tesla towers, a new wall tier, a new barrier tier and a new BFC tier.

For 1.55(d):
* Possibly fixed the saving and loading of codes by making the system significantly more robust. ( Checks for multiple load files and player names. It will also attempt to check codes without the battlenet handle id of the player for future compatibility)

For 1.55(d)(1):
*Fixed desync bug introduced in version 1.55(d).
*The save code being used will be displayed at the start of the game.

For 1.55(e):
*Improved the mineral model
*Fixed bugs
*Terrain Generation is lightly more chaotic
Contents

MineralZ 1.55(f) (Map)

Reviews
Vengeancekael - [Contact] Date: 2012/Jul/07 20:56:33 Comment: [Approved] Give "Collect Mineralz" a passive icon Add a newbie quest with all the important info Resource Moderation - Rules
Level 4
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Messages
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@ryouzai
The current version is easier than previous ones if you noticed.

oh ? I'd appreciated if you can post one :goblin_good_job:


It doesn't matter if they are different days, you should still make it a habit to edit your previous post, unless you are purposely bumping the topic, which you aren't.

Bumping the topic ? Don't get what you mean...



Here guys, another Normal Mode Replay ^^ with 2 entries base (North and Southern West)
which i chop the rock accidentally during exploration...
3hr31min @@
 

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Level 2
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Jun 14, 2013
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I came from another game "Terrania" and Replays is a good way to learn the game ~~ how to play ~~
I love to watch replays...

If any one win Hard or Normal and can post the replay and say the WC3 version so i can watch i'm glad.

I wanna to learn new strategies of another players, i have my own but is good on previus 1.16f and i don't know if has other.

Like ryo replays are 1.24e if can post this too 1.26 idk...

I still wanna try Hard with some one.

----
This version is Stable some how on easy. But normal and hard creps has 30 k life i played on normal only... boss lvl 50 on normal has 100k ^^
---
Have one bug.
If you stay afk and don't chose the lvl the game just bug can't do anything even close the WC3 only with alt + contol + del
 
Level 4
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Having fun with newbies, Easy modeCollection Speedlv16 32,770 Emnizium..the best i can do:thumbs_up: He said i have 100 tesla ,but im not sure of it.

2hr57mins
PS: The only boss i killed is wave10, the rest by the last newbie who survived.
 

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Level 4
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And... still can't beat Hive :(. :goblin_cry:

Perhaps you should post replay so that we can see what is wrong :D


Another Normal Mode 2ppl win :ogre_haosis:
This time we bully wave40 boss ^^:goblin_boom:
 

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Level 2
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I wish to know one thing.
Who is the owner of the host of Mineralz???????????????????
On Battlenet?

That one who is ways there?
Becouse should fix it, the game never show on the "games hosted" need to place name to join the game... I think thats a important reason that i need to w8 1 hour inside(more) just to have players enough to start a game.


-------EDIT----------

The game on the boot ~~ Replay ~~(After 1:30 waiting)

I won Easy mode, it was not hard but i made a nice base i think ^^ so idk worth to watch.
This is how i play this game idk if is there another way to do this.
If any one has tips.
 

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Level 4
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I wish to know one thing.
Who is the owner of the host of Mineralz???????????????????
On Battlenet?

That one who is ways there?
Becouse should fix it, the game never show on the "games hosted" need to place name to join the game... I think thats a important reason that i need to w8 1 hour inside(more) just to have players enough to start a game.

I'm the owner of the bot, and I don't know how I can fix it:goblin_cry:
 
Level 4
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Jan 17, 2012
Messages
83
Win Normal Mode again, with mevies.
We had built biggest base on top left of the map, and the base is toughest ever.:goblin_wtf: even the wave30 Sludge sneaked in our base with a blink.

Too bad i cant see how the boss died due to lagging caused of effect by too many tesla towers.

Perhaps creator should consider to trim the tesla effects, for instance, the lightning chain may be could change to light instead of chain every tesla tower with lightning. The tesla will not have light if didnt got link properly.
 

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Don't build so many tesla coils; they're great at tier 5, but are expensive and suck before tier 5.

Another fix for tesla coils could be to redesign the chaining effect;
Instead of chaining until no more are found within range, only pick the towers within the attack range of the attacking tesla coil to link up directly to the attacking tower. Leaving other towers unlocked. If other unlocked towers attacks and picked a tower already chained to an attacking tower, ignore it. Give tesla coils a slight (maybe 25%) damage increase to reflect this, or make the chained damage more than just an addition of the linked towers' attack damage. Maybe make it what it is now +5% extra damage per linked tower? This would make solid blocks of towers still effective, but you can't create a map wide grid to lag-instagib zerg (and weaker players).
 
Level 2
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I'm the owner of the bot, and I don't know how I can fix it:goblin_cry:

:-(

Don't have auto Pub or something like that?
Like old boots when typed !p it gave another pub game but no one left the already one, just pub to refresh the game on Avaliable Games so anyone can see and Join.

The one who know the bot is the ones who had the luck to see it once on Avaliable Games and liked the game, so Added the boot to the friend List
 
Level 4
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Messages
83
Normal Mode -3ppl small and long base:ogre_haosis:
2hr15min everything just working fine xD


----EDIT----

:ogre_haosis:aw... unable to get credit on Normal Mode anymore:ogre_rage:
 

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Level 4
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- My base look like this:
And... still can't beat Hive :(. :goblin_cry:

Why not u build 3 more layers of walls and sell all ur mind control and air turrets and make thermal turrets in ur base so that your base can survive longer, i havent try hard yet, just simply advice by looking at ur scrnshots. You may post the replay if u wanna share with us.
 
Level 2
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Messages
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The game is pretty solid.

I won Easy 3 times
And Normal 2 (or 1)
I din't try Hard.


Just somethings is impossible to do:
Upgrade max lvl speed:
lvl 14 8k emnizium
lvl 15 16k emnizium
lvl 16 30k emnizium.
i could not see if there is a lvl 17.

The Remedy upgrade is not necessary at all.

Thats it i'm not complaing just saying...
 
maddeem, I have a good question: Why not make mineral nodes goldmines?
  • This way the minerals left in the node is shown as the gold left (you can change that text too btw, and the icon).
  • This way don't worry about the hp of a mineral node, once the gold left hits 0 it'll die.
  • Make the gold left go down by the amount mined by the miner.
  • Make the regeneration upgrade reduce the 'damage' by making the gold mined go down by half (round down) of the minerals mined from it each 'swing'.
  • Another bonus: they show up on the minimap (you can replace this texture with another too)!
  • You can mouse over the nodes to tell how much is left.
  • You can still trigger 'regeneration' of the node.

Did you fix the various tooltip/command card/resource cost of the buildings and units?
 
maddeem, I have a good question: Why not make mineral nodes goldmines?
  • This way the minerals left in the node is shown as the gold left (you can change that text too btw, and the icon).
  • This way don't worry about the hp of a mineral node, once the gold left hits 0 it'll die.
  • Make the gold left go down by the amount mined by the miner.
  • Make the regeneration upgrade reduce the 'damage' by making the gold mined go down by half (round down) of the minerals mined from it each 'swing'.
  • Another bonus: they show up on the minimap (you can replace this texture with another too)!
  • You can mouse over the nodes to tell how much is left.
  • You can still trigger 'regeneration' of the node.

Did you fix the various tooltip/command card/resource cost of the buildings and units?
1. Hp shows how much is left in the mineral also the icon can only have one value, so all nodes would have the same icon t.t
2. Once hp hits 0 it dies lol
3. Current system does this, but with hp.
4. Already does this o.o
5. That's a good plus, but it could really cluster up the map.
6. Healthbars are handy for this as well :3
7. Yap

Did I fix the various tooltip/command card/resource cost of the buildings and units?
I dunno, could you elaborate on this?
 
Level 4
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It's been a while i didn't play Mineralz for 1½ of week , i didn't know i can pass solo Easy mode without credits yet still win 40wave:vw_wtf:

It might help for newbies who want to win for first try on Mineralz 1.28, so i decided to post and share everyone.

Minna, gambateh o~ :goblin_yeah:
Gameplay Length : 2hr16mins
 

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Level 1
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Me and my friend just beat shit out of the Hive that was long game but 2ppl on hard is possible.


NigaStyle and me - Easy. Normal, Hard - Done. Tried on Nightmare, but it didnt went well, these flying units :ogre_rage:...
I think nightmare and Hell needs at least 3ppl. to beat.

Here the nicknames u unlock, if u beat the game:

Easy - Mighty,
Normal - Slayer,
Hard - Destroyer,
Nightmare - Unknown,
Hell - Unknown.

Here is the fail at nightmare difficulty and we dont have replay from Hard try, but in this one you can see my nickname at one point i just typed "?":

View attachment LastReplay.w3g
 
Level 4
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Oh look; that stupid bug with the young hive's tentacles kills me yet again. You should fix this.

I dont know how it comes in, but usually i will do 2nd layer walls on outside so that it wont come in @@" and i can repair wall too ^^

I soloed nightmare back when 1.16.

I think you cant even solo Normal nor Hard mode on 1.28 and i wondering how this version is easier than older version since solo might impossible to pass except easy mode:goblin_jawdrop:
 
Level 4
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Messages
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1.16 was different lol; grats though.

Oh look; that stupid bug with the young hive's tentacles kills me yet again. You should fix this.

... why do you not have a Reaper Turret sitting around WAITING for that to happen? (PS I've suffered from it, too. Especially how it flies over the rubble.) Just make a Reaper Turret, or three and stand by them and make faces at the Tentacle.

It's a Mineralz Rule to make a mini Bunker somewhere with Towers and Walls to soak damage. ;d
 
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... why do you not have a Reaper Turret sitting around WAITING for that to happen? (PS I've suffered from it, too. Especially how it flies over the rubble.) Just make a Reaper Turret, or three and stand by them and make faces at the Tentacle.

It's a Mineralz Rule to make a mini Bunker somewhere with Towers and Walls to soak damage. ;d

Is that necessary for wave20 boss, a reaper turret:goblin_wtf:?
 
Level 4
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Cool maddeem, that means you will have a list of things needing to be changed/fixed/added :)

Also: No game should force you to do a particular strategy solely on the premise of a bug while that game is being updated/supported.

I've never had to create a bunker before.

You create them regardless even if it's not for a bug. Like Mutalisks that sometimes ignore attacking something else, or an Overlord. Or even the Ultr-.. never mind spoiler alert there. It just always helps to have somewhere where you're 100% shielded if you suddenly suffer a breach.

Not saying you SHOULD do it, it's just part of my particular play style, and it's kept me alive MANY-a-times. I opted for an actual building, a Bunker Building, where you can garrison inside of it for your own protection during night attacks but it didn't go in, sadly. I thought it would've been a good idea.
 
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Is that necessary for wave20 boss, a reaper turret:goblin_wtf:?

Is this sarcasm or something? I cannot tell.

If serious; I use a Reaper Turret all the time for wave 20 with a Flamer Turret as the AoE helps, I usually use 3 Reapers to shoot off the Tentacles ASAP. Once the Tentacles die, the Hive is pretty powerless and you can gun it down. It hits like 500 dps with, and 150 dps without the Tentacles. Not only that.. you can sell the damn things once you're finished with them.

P.S.

Maddeem, is the highest Credits you can have 100? (With the exception of 104, if you have 99 and win Wave 50 )
 
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Is this sarcasm or something? I cannot tell.

If serious; I use a Reaper Turret all the time for wave 20 with a Flamer Turret as the AoE helps, I usually use 3 Reapers to shoot off the Tentacles ASAP. Once the Tentacles die, the Hive is pretty powerless and you can gun it down. It hits like 500 dps with, and 150 dps without the Tentacles. Not only that.. you can sell the damn things once you're finished with them.

The only thing i know was Fission for newbies, Tesla for killing boss, rocket for air , inferno for ground units. I dont really know what reaper turret does for and its existence, hope someone really could tell me the way of its utility...:goblin_wtf:

PS:
wave1 : use fission turret
wave2 : 6x to 12x inferno depends on difficulty
wave3 : tesla + inferno
wave4 : tesla + rocket + (wall for harder difficulty)
wave5 : tesla + inferno + (inferno)
wave6 : Haven't try yet on 1.28:goblin_boom:
 
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Yeah, fission turrets should really be improved. Even when they first came out, we never really used them.


>Fission costs diamond and ruby, it can work without power plant too but short range and lower damage compare to others.
>Reaper costs diamond, emnizium, ruby but single target and lower damage compare to inferno turret.
i always built it for fun to kill wave10 boss on Easy mode only and then sell~.
 
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Level 4
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Yeah, fission turrets should really be improved. Even when they first came out, we never really used them.

They're not called "fission Turrets" they're called "Fusion Turrets." I think Maddeem made a typo on the first tier.

I use them all the time, they're good for killing the mob attacking the wall at the beginning waves as the time for the next mob to move up and start attacking helps with the longevity of the wall's HP.
 
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83
They're not called "fission Turrets" they're called "Fusion Turrets." I think Maddeem made a typo on the first tier.

I use them all the time, they're good for killing the mob attacking the wall at the beginning waves as the time for the next mob to move up and start attacking helps with the longevity of the wall's HP.

I thought of Fashion turrets :goblin_jawdrop:
Anyway, hereby another easy mode 40wave ^^ SMALLEST BASE ever


2hr04mins
 

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There's a difference between fission and fusion. Fission is the act of splitting of atomic nucleus releasing energy. This is how we currently gather power from nuclear power plants. While still being a lot of energy it is nothing compared to the amount of energy released from fusion. Fusion is the atomic combination that releases energy.

So it makes sense fission being a lower tier and fusion being a higher tier used in independent power generation.

The reaper turret has the very unique ability of building up damage. The more attacks this turret deals the more damage it does, with the highest tier able to reach up to +400% damage. However once this tower stops firing for more than 3 seconds, it's built up damage is reset.
 
400% before or after the upgrade?

Also: Darnassus it's a site rule, the only time it's sometimes acceptable is by bumping a thread (over 24 hours apart), which doesn't even work for the maps section.

If fission turrets generate their own power, why do my power generators have to charge it in the middle of the night?

Text Bugs: 'Not Enough Mineralz' message appears below the interface (right around the middle of the minimap), and the loading text wraps the E around, i'd imagine it does more of it for smaller screens right?
 
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