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Old 21-12-2010, 22:09   #41
Beorn
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I had to do the cannon towers twice too, but cannons are so good on green-only that it wasn't a hassle. Firebug just might be, though.

Glad I caught rik's message on the reply preview, I was about to do it myself all over

Edit: I think he meant this
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Old 23-12-2010, 21:58   #42
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Beorn's one is essentially what I did. I'll give MS paint a spin and make an exact pic.

Meanwhile I did focal point again and managed to get 2265454 points, rank 11.

Made a few tiny mistakes, so a few thousand more should be possible when doing a perfect run of this strat. Will draw that one out as well.

Also I firmly believe that scores ranked 1 to 8 aren't possible without cheating. I made some calculations what interest can be gained and these scores are impossible. So for me I translate rank 11 equals rank 3
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Old 23-12-2010, 22:24   #43
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the promised pics

Also I now never upgrade damage dealing towers above yellow. Different for temporal and command. Command needs to go red asap, temporal is best at red because it makes the killzones slower compared to non killzone pathing. This basically creates a trap in the killzone which makes juggling easier and deals more damage
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Old 23-12-2010, 23:26   #44
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I just scored 18.4 million on Center of Power Super Grinder. I actually had to use the orbital laser twice to save my own skin...
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Old 23-12-2010, 23:40   #45
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scored 2345909 on focal point grinder, still rank 11 though.

Cut out the 2 superfluous guns on the lower middle platform and didnt build the green inferno but I'm still about 300K short to get a top 10 rank. That's just too much to tweak with this setup. Gotta come up with another solution I think.
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Old 24-12-2010, 12:31   #46
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Quote:
Originally Posted by ProPain View Post
scored 2345909 on focal point grinder, still rank 11 though.

Cut out the 2 superfluous guns on the lower middle platform and didnt build the green inferno but I'm still about 300K short to get a top 10 rank. That's just too much to tweak with this setup. Gotta come up with another solution I think.
You need a command tower red in your kill-zone.

I started thinking about juggling-strategies and I've concluded that the best juggle-maze has the entry point of new creeps perfectly in the middle of the maze. That way the longest distance between "old" creeps and "new" creeps cannot be longer than half a maze-length; long enough to juggle safely without creeps escaping or the danger of you selling a tower in front of a group of creeps.
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Old 24-12-2010, 19:22   #47
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Quote:
Originally Posted by Rik Meleet View Post
You need a command tower red in your kill-zone.

I started thinking about juggling-strategies and I've concluded that the best juggle-maze has the entry point of new creeps perfectly in the middle of the maze. That way the longest distance between "old" creeps and "new" creeps cannot be longer than half a maze-length; long enough to juggle safely without creeps escaping or the danger of you selling a tower in front of a group of creeps.
- focal point doesn't command towers. Otherwise I'd built one

- I believe having the entry point slightly out of the middle, towards your kill zone is best. Reason for this is that simply removing the tower blocking the shorter path will have mobs turn around towards your killzone. Having it perfectly in the middle will always force you to build a blocking tower on the non killzone end to have your mobs turn.

My first juggle attempt on focal point I even extended my left (non killzone) path so that I would have more 'turn around' space. Saves an extra tower on each wave. As green guns are only 100 and are get you 75% in the end score, they basically cost only one juggle tower when not taking interest into account. Ofc interest really adds up over time. but if you can save 2-3 juggle tower builds with one gun tower it might just pay out in the end.
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Old 25-12-2010, 12:32   #48
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the promised pics

Also I now never upgrade damage dealing towers above yellow. Different for temporal and command. Command needs to go red asap, temporal is best at red because it makes the killzones slower compared to non killzone pathing. This basically creates a trap in the killzone which makes juggling easier and deals more damage
Aren't there any fliers?
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Old 25-12-2010, 17:13   #49
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The grinder levels are swarmers only. I've read somewhere the Big Grinder levels do have dif units, but havent tried them yet.
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Old 26-12-2010, 13:00   #50
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Quote:
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The grinder levels are swarmers only. I've read somewhere the Big Grinder levels do have dif units, but havent tried them yet.
Super grinders have everything except flyers.
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