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Destroying towers too early?

Destroying towers too early?

I was wondering if you all thought it was possible to destroy a tower too early. I'm thinking mainly on Cataract. If you destroy the center towers at level 4, then there is nothing to kill your creeps after you destroy your opponent's creeps. I want the tower to kill my creeps so my opponents don't get XP. What do you all think?

4,203 views 33 replies
Reply #26 Top

I'm pretty sure you don't get gold unless you tag them
End of quote

 

Sorry yeah that is right :)

Reply #27 Top

Quoting Doddler, reply 15
By war rank 6 (I think) you get two forts on the front line... but only if the block of towers are still standing.  Its pretty handy I think to take those forts down before that happens.
End of Doddler's quote

this. or variations of.

irrospective of the map as the game goes on towers get upgraded (health and damage) and other buildings can spawn if they're still alive.

that and other's posts about having freedom to move and getting closer to the citidel.

 

Reply #28 Top

Something to bear in mind is that your opponents lose line of sight to that side of the map, which can allow you to ambush, and also cap their portal quickly and without them noticing. As soon as you take down the first tower, the next thing on your mind should be harassing their gold mine/celerity flag towers. Once one of those is down you can backdoor without being troubled too much, and the game will really open up. 

In fact you can just run minions in front of you if you're a general in order to soak up damage from the gold mine flags while you run through to cap, so getting rid of the first tower really is important if that's a valid option for you.

300 extra gold is also very handy at level 4, you can now buy a flag lock :)

Reply #29 Top

irrospective of the map as the game goes on towers get upgraded (health and damage) and other buildings can spawn if they're still alive.
End of quote
The second part is correct, but towers do not gain health or damage unless upgraded at the citadel.

 

:fox:

Reply #30 Top

There is one negative I can think of in the early game.

Usually there is a heavier forest of towers behind the upfront unsupported one. This allows weaker DGs to farm in safety early on, as the creeps will now advance to an area you can't push the enemy out of.

Reply #31 Top

Quoting LORD-ORION, reply 5
There is one negative I can think of in the early game.

Usually there is a heavier forest of towers behind the upfront unsupported one. This allows weaker DGs to farm in safety early on, as the creeps will now advance to an area you can't push the enemy out of.
End of LORD-ORION's quote

The creeps only advance farther if you have upgraded your creeps before the enemy has (which is useless; unless you are up to catas, damage/hp increases are a waste of money) or if you are creeping. If you are creeping, the enemy creeping is still an equal tradeoff, and you can still chase the enemy in his lane; the forest of towers on cataract is imposing, but if you can get the side tower down it generally isn't hard to get the other tower down (just use long range skills on the archer tower; four spits with UB and it's gone!)

Reply #32 Top

Knocking down those towers quickly is one of the best advantages, because now you can have more breathing room to chase enemy DG and they don't have a place that is so close to retreat to, except the middle towers.  There is no reason not to knock them down, if  you intentionally choose not to knock them down in a position when you can, you should change the way you play.

Reply #33 Top

Towers do nothing in regards to XP. The only thing you loose by letting towers kill enemy creeps is gold, and that is if you don't damage them at least 25% before. Check http://forums.demigodthegame.com/354382/get;2234971

So, kill away :)