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#11 |
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Tower
Join Date: Nov 2008
Posts: 1
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Hi, this game is keeping me up at night! Because I don't want to lose any more sleep I tried to put it all in an Excell sheet (yes boring I know). Ignoring range I compare weapons on their price per damage per second, so which weapon is cheapest in it's damage per second rating. According to my calculations that should be the cannon (among others) however I got to 125 with a maze of maxed out flamethrowers (same damage to multiple enemies at the same time) and rocket launchers. Theory is very different from practice; the worst rated weapons in this sheet are the ones that get me the farthest. What am I doing wrong? My opinion is now that close range weapons that can damage multiple enemies at once are the best at this point, no matter what their ratings are. That being said; I prefer the flamethrower, pulse cannon and flak cannon. I dunno ... do you?
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#12 |
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Tower
Join Date: Mar 2008
Posts: 4
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Greetings All!
So, I went through all of the weapons and got their maximum strength, cost and rage from the game. Let's see if I can post this in a way that is useful for everyone. ![]() ![]() ![]() ![]() ![]() For this last one, I looked at 6 seconds as a baseline for firing. The most damaging turrets, heavy cannon and pulse emitter, both take 6 seconds to fire. In 6 seconds, other turrets can get off 2, 3 or more shots. So, if a turret hits a target 12 times at 960 damage, that's a total of 11,520 in Fire Equivalent Damage. These tables might help you decide what the best use of your resources is. Happy Hunting! |
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#13 | |||||||||||||||
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Powerplant
Join Date: Apr 2008
Posts: 194
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Quote:
![]() um and? you stating that flamethrowers got you to level 87 makes me not want to use them lol.....thats not very far sorry to say, look at some of these postings of how some of these guys have gotten. If flamethrowers will only bring me to 87 then im not interested |
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#14 | ||||||||||||||
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TowerDefence.net Game Project Developer
Join Date: Feb 2008
Posts: 832
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nice tables!
You are just missing the most important one, FEQD / Total cost. |
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#15 | ||||||||||||||
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Powerplant
Join Date: Apr 2008
Posts: 194
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ya really, nice work there...
Plasma Cannons are lookin might nice if i do say so ....never use those, but you can bet i'll be tryin em now!
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#16 |
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Tower
Join Date: Mar 2008
Posts: 4
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Thanks Noid! Here you go!
![]() Here's another way to look at it. Total cost / FEQD. I hope this helps.
Last edited by Sonyv715; December 24th, 2008 at 03:28 PM. Reason: Automerged Doublepost |
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#17 |
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Aquamarine
Join Date: Oct 2008
Posts: 37
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ive noticed soemthign tubias
the flak turrets have more fire rate than the missile towers,making them better than missiles.the flak cannons are first in air defence because forget the range,they have the fire rate of one a second,and so fire faster of the missiels towers and only do slightly les damage,so they do more damage than the missile turret therefore very quickly if you counted the range anyways.
__________________
stuff explodes if you throw a grenade at it
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#18 |
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Tower
Join Date: Dec 2008
Posts: 2
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Your table indicates that pulse emitters are easily the best turret. At the end game, a PE damages maybe like 8 to 10 units at once all at full damage. Even if the PE only damages two units, its FEQD/TC becomes 1.82. Even in the middle of the game a PE typically hits at least 3 units at once for a FEQD/TC of 2.73.
The only thing that competes is the heavy cannon because of its splash damage. In the middle of the game when your maze is not full, the HC is great because it gets so many shots in per round because of its range. At the end of the game that advantage goes away because the maze is full. |
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#19 |
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Tower
Join Date: Dec 2008
Posts: 2
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Actually i think having a group of heavy cannons ( about 4) ends up being better than 4 laser.
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WWIIFAN
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#20 | ||||||||||||||
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Aquamarine
Join Date: Sep 2009
Posts: 23
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