Monday, June 08, 2009

Castle Fight Strategies: guide to coin

As everybody knows there is always a discussion about coins and the one magical question is: "Do we play with or without coins?" I don't want to say why I love coins, I just want to help people who have problems, because of delay or other reasons.

1. When do coins spawn?

The first coin spawns at 44 seconds, the next at 1:24 min, the next at 2:04 ... You can see every 40s spawns a coin and is available for ca. 5-6 seconds. You can use either the table in the right upper corner to look for the game time (which is the best solution I think, because of other in formations) or you can wait for the "bounty incoming" message which stands under your income 4 seconds before the coin spawns.

2. How to collect the coin?

You should always use sound and a headset, because you can hear where the coin spawns. Ca. 1s before the coin spawns you should start scrolling your screen from lefter upper corner to right upper corner, while your mates are looking for other positions, this has a huge advantage: You hear the coin and spawning sound becomes more quiet if scroll away, so you can hear the coin much better. If you have a low delay because you play with list checker you should blink to the coin, then run a bit, because after every blink is a little pause if you have low ping and then blink again. If you have a higher ping you can blink twice in a row, but you have to test the periods and train it. Double blink is an advantage because you can get the coin fast although you play with high delay. You also can triple blink and 4 times blink, its just a question of training. I always use the big card and don't scroll with mini map, but you can try it if you want to. But in the end there are 3 different possibilities:

A
Everybody does his own stuff and runs for the coins when one spawns (bad idea if the coin is needed for a strategy).

B
You divide the field into 4 parts, every player has one part and stands in the middle of his "turf". If a coin spawns in his area he gets the coin (also bad for a strategy).

C
Everybody gives control of his builder to other players. The one momentarily needing the coin stands in the middle of the map before the coin is spawning. Every player without any tasks (like microing horn or repairing with the other builders) looks for the coin in another area. If he sees it he blinks to the coin with the builder needing the coin.

The dividing of the field is up to you.

3. Who gets the coin?

This is up to your strategy, but in the beginning the builder with the most expensive building should get the coin.


Later on (about 15 min) it is luck to get a coin, because the battle makes too much noise, but until 12 min it should be possible to get at least 95% of the coins.

Sunday, June 07, 2009

Castle Fight Strategies: guide to rally point

There are four directions to rally point, up, down, left, and right. Keep in mind that the castle fight map goes sideways, so towards your opponents is either left or right. Now, pick one of those that you want the unit to go. For each direction, there are two different ways to place the rally point. Consider rallying right. You can rally from the top right corner directly to the right, or from the bottom right corner also directly to the right. All rally points should be in a straight line from a corner of the building, not in the middle, but which corner is correct?

The answer is very simple: start in the middle of the side you are rallying to, between the two corners, and go *clockwise*. On the right side, clockwise will take us to the bottom right corner. Rally directly to the right of the bottom right corner.

For the top, rally straight up from the right side.

For left, rally straight left from the top corner.

For bottom, rally straight down from the left side.


Q: How far away should i put the rally point?

A: 80% of the length of a building works.

Q: What if I want to rally left, but the left side is blocked by units?

A: It won't work. Design your farms to avoid this problem. Know which area of the farm will fill up first, and therefore which buildings will no longer be possible to rally into the farm. Then put buildings there that you didn't want to rally into the farm anyway, like obelisk of light.

Q: What if another building is blocking *half* of the left side? Say the top half of the left is blocked.

A: The bottom corner of the left stays the same. The top corner of the left is blocked, so use the first open space towards the top, which is the middle and treat that as the top left corner for rallying left.

Q: How did you figure this out?

A: There's only two places to consider putting the rally point per side. Just try both and see which works. The original rule I worked out was: go in a circle *counter-clockwise* and when you first hit the open area you want to rally into, rally there. You could equally well go clockwise and rally to the last part of the open area where you want the units to go.

Saturday, June 06, 2009

What will be new in Footmen Frenzy 6.5

The only real holdup is the new heroes. Triggering some of this stuff is difficult =p. Here are the changes so far...

Falcon - RoF changed to Falcon Punch!

New loading screen.

Item carrying creep added.

DR's summons reworked. Number of units changed from 1/2/3/4/5/1 to 1/2/2/3/3/1. Stats changed on units. Level 4/5/6 gain attack and defense ups.

Jaood now has hero damage.

Owls - level 4/5/6 are now ethereal

Socks cd from 900 to 450

New Heroes - 4 of em (curser, holy guardian, tortured soul, sharon)

pocket factory bounty from 20 to 20/40/60/80/100/100

chim bounty to 50/100/150

roar ult bounty 50/80/100

Demo now level 6 creep

CM aura buffed

K-Rose invis changed from 30 seconds to 15.

shock cd to 10/9/8/8/7/6

lightstorm to 200/350/500

Reworked damage to heroes. Melee units will all do full damage to heroes... ranged units will be slightly less depending on range distance, etc.

Changed cd of some lategame items.