Mines and Magic. This game is a fantasy themed tower defense with automatically fighting towers-units and significant economics component. To get resources. Welcome to Clan Mine Guard Mines and Magic. ✕. Home · General Information. Builder Strategies. Global Player Ranking · Hall Of Fame · Clans · Tournament. Durchschnittliche Bewertung Nicht bewertet. Hier findest du alle Angebote zum download von Mines and Magic der verschiedenen Steam Game Code Shops. I always gain only 1 elo if I Germinator вЂ“ a casino game for a winning feeling | Euro Palace Casino Blog after the last wave when we have won the battle in the middle but lose more. Question for mines and magic Cloud9 vs NRG eSports. Ahh What is "MG" the word u said? OSC Team Championship The opportunity cost feels too high until lategame, when you're probably too behind already. Team Liquid vs compLexity Gaming. You have to do the math on when paypal geld verschicken can afford to place mines down and how much gold you need. Game Beste Spielothek in Groden finden some changes imo. Or any tips or guides for how to play the game the best? World Electronic Sports Games Combined -- Archer holds 2. And similar timing to a 15 sell, but they'll usually be short the money until after 15 kill gold. I'd also like to mention the randomness of the mines although fun can mines and magic near impossible when not given any mana even when reaching over the half of the playmillion mobile.
And while we're on the topic, I think some doodads that show connections between the center and outer areas would be nice, to indicate to players that you can build over the lanes.
Like some bridges that go over the lanes from one cliff to the other, that obviously won't interfere in a fight because of their placement but visually show that you can "pass" to the other side with a properly placed yard.
To that end, some more intricate texturing around the resource areas would be nice. Some grass with dirt paths, trees and shrubs and whatnot.
One last small thing, I think it's weird that you can only start with 1 melee or 1 archer when playing the "mixed" newbie builder.
Depending on the sends you get, the archer isn't any better than the melee and there's no way you can guarantee passing the first wave with that builder.
Maybe the price of melee should be 30 instead of 35? I don't think this would break anything since they quickly become outclassed as tanks and you really want the upgraded version, so you can add 5 to the price there if you want.
I haven't played enough to comment on balance yet, but the game is pretty fun and I hope to see more refinements.
Still having much fun with this game! The ranged techtree feels very bad compared to the other 2, it scales bad to lategame and the last unit of this tree that at least has some dps requires chrystals as well.
The opportunity cost feels too high until lategame, when you're probably too behind already. Being able to make more construction yards and easier would be a good thing i think.
That's all for now. I'm amazed at how interesting and balanced your game is even in the alpha phase, blizzard should hire you!
I'd really like to see an option to continue the game when your enemy lost. Two of my angels attacked too early at wave This already happened twice.
It also happens that there are resources that are impossible to take due to map infrastructure like a cliff to the right of a mana mine.
Why do people release maps on only 1 server? On December 21 On December 24 I'm not sure how the elo system works but I think it may be bugged. I always gain only 1 elo if I win after the last wave when we have won the battle in the middle but lose more.
I got 6 elo the last game and won after the last wave. But I often earn only 1 point which is pretty weird. Thanks for the feedback, guys.
Also, the higher your rating is, the smaller gain coefficient. Live Events Next event in 1h 56m.
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Low skilled players with small penises attacks with twins: Hey guys, I wanted to know if some people would like to see a rework or buff to the Mercyless, due to the high early cost of the unit.
Feel free to leave your thoughts as a comment: Question for mines and magic Mines and Magic standalone release date on steam self.
Standalone version of Mines and Magic is coming soon to Steam self. End of GPR Season 6 self. Some fun information pulled from simulations' data self.
Wave Generation Statistical Data self. I have noticed that to if you are playing good any u don't leek and u get awards fire boost and co your elo can go up at the end of a game by a small amount if ur team lost because it was not because of u.
Hoi Zolden, it would be nice if you add some more time after the last wave tha hev the possibility to chat at least s. Hi everyone, i'm Baovebangai - does anybody know me American sever?
On March 30 Famous everywhere I agree with Erpel, often at wave 37 when u go high res u dont have enough time to all build or send, I would say that 20 more sec wouldnt be bad.
Game needs some changes imo. I've played quite some games myself now and I've noticed a trend in players not building any towers.
Even if you managed to beat the "eco team" in the middle you cannot kill the nexus and it will be a draw.
I've got at least 2 replays to back this story up. If one or two player in the team have cristal and subdolak they can up the mine guard and protect the central ressource easily.
On April 30 I agree the mineguard tactic can be too strong. Altho it is not easy to build a huge army end game, I do think mineguard could use a slight nerve, especially end game a maxed mineguard can hold pretty much everything with turbo i've seen mineguards hold vs strong armies including sun idols.
The point is not getting that big of an army. As long as you can produce an army that can hold dragon and remove most of the enemy tanky units the mine guards do the rest playing at least for a draw.
Just look at the picture below spoiler My teams army at their doorstep, after destroying their army. I agree with you that its too strong, but then you are up with 1x army vs x4 mineguard, so its not the best example.
I'll show a better example of why currently mineguard is too strong. This will make it pretty clear that the mineguard is too effective, atleast at endgame it is with turbo: I agree, reapers aren't the best vs mine guard, but it's the best image I could find in my recent games.
And I think it clearly shows the mine guard is OverPowered. Your images are more convincing though. Thanks for the added pics.
I hope a slight nerf could be possible in the near future. I'd also like to mention the randomness of the mines although fun can be near impossible when not given any mana even when reaching over the half of the map.
With 0 mana you CAN kill dragon without a problem if you know how to play, but the send income from Lurker, Mule and muta is quite significant, and quite strong as well.
Most end game units require mana except robotrons. Enemies messing up big time is your saving grace. I know the last part isn't that big of an issue right now unless everyone know how to play, which in most of my games isn't the case , but it feels like you're put in a large deficit before the game even starts.
Which again imo is a bad thing for any game. I think RNG is fun but is should be slightly less random than is it now, as mentioned in earlier posts: Last part I'd like to touch for now is the ELO and newcommers, in my experience players playing for the first time unwilling to leave are the number one cause of a loss.
But this hacks into your ELO like a battle axe through butter. There should be something that determines if the first timer is playing and acting imbecilic or is really trying I.
Or holding most waves usually up until something then leaking all without expanding a single time. Which also leads to an almost certain loss.
When first timing the experience difference with a player who has played 5 games is just too huge to compare equally.
Ended up to be quite the story, hope some of my feedback will be used to improve the game or at least think about. That is some interesting feedback Huginn, I like to share my opinion on that: It is true that the randomness of mines is influences the game a lot, although generally games are still quite skill focused I think.
Often when you don't have mana, you have oil atleast, so mech is a valid path. We have proposed in the past to mirror the resources of both teams in their base player 1 have same res as player 5, player 2 same res as player 6 etc.
I agree regarding elo and newcomers, if you want to work on your elo I woulden't recommend to play by yourself. Since it is a 4v4 you simply are too dependant on your teammates, I myself usually have one decent teammate, so we can win games even with noobs in team, and still face challenges.
I agree that elo system can use some changes, but i don't see this happening anytime soon. Feel free to add me ingame: You may have seen me playing at US or randomly at EU servers.
In these days almost everyone is doing eco builds, some are good, some are really shy, but they are doing it.