A Report on the Status and Effectiveness of Generators
Posted: August 25th, 2009, 12:40 am
Purpose: Generators are a grossly overlooked aspect of EotA. The purpose of this report is primarily to educate forumgoers about the potential generators possess, and possibly help persuade DarnYak to change the current generator status quo.
Background: I'm CursedNobleman, a player on USEast. I have had at least two years of experience in playing EotA, and a few inhouse games with and against members of Clan EotA. The HostEm bot has allowed me to play EotA more frequently, and currently gives me a large supply of games and players to "experiment" on.
Basics: Generators all have a cost of 150 gold (add another 100 for a worker), take around three minutes to build, and require energy from obelisks to function. Energy also gives a marginal bonus to hero experience when unused allowing people obsessed with experience or are rather ignorant of the generator system to operate without a severe handicap.
Individual Reports on Generators: The following is a series of reports on each individual generator taken from games I've played. Most of them can be found in the replays section.
Replenishment: A generator that functions like a moon well. It recovers mana and life with its mana.
A potent generator. This functions as a makeshift healing fountain and can give a hero a quick boost of life and mana to continue a fight. Best deployed at an outpost or behind an obelisk tower to get a hero back in the action and ready to fight. A good generator, but underused.
Structural Support: A generator that provides nearby buildings with a +9 armor boost and can repair nearby buildings with a 16 life aoe heal.
The structural support generator is excellent for helping a base stay intact, primarily for its hefty armor aura. With a power cost of 3, its easy to deploy, easy to use, and can make a difference when an outpost is being hit hard. Another good, but underused generator.
Devastation: A generator that attacks nearby units.
A rather puny generator that attacks all nearby units for an average of 19 piercing damage at a high rate of fire. While it only costs 4 power to deploy, the time it takes to build and its rather dubious power make it too weak to actually do anything.I think it should be altered to do either more damage, or specialize in fighting certain units. (I.E. feedback for mages or a strong anti flying attack.) I would recommend against using this tower.
Attack: A generator designed to kill heroes. Does an average of 20 damage per shot with an autocasted damage buff (like flame arrow) that adds 60 damage.
Costs 10 mana to use and can hold a maximum of 200 mana.
A quirky generator, it can be used to lock down areas to heroes, primarily fountains. While they do take time to set up and can easily be destroyed while being built, they can be used to a rather humorous effect. On Stormwail Peak I scattered attack generators at three fountains. After a few deaths to these towers, heroes began to avoid the fountains even after I deactivated them! This tower can have tactical or herokilling potential if deployed carefully, otherwise they might just go to waste. Unfortunately, they lack truesight to kill saboteurs who visits fountains often. Otherwise it can be used as an amusing way to scare heroes away from points. I also tried using the fabled attack generator next to Rockin' Arthas. I would not recommend doing so unless you have a severe Music fetish, as the cost does not really outweigh the benefits. Another thing to note is attack generators functions reasonably well with siege generators to siege bases. While not the greatest tower, it has potential to those who have the wit and micro to use them correctly.
Arcane: A generator that has can cast potent spells. Can hold a maximum of 600 mana. Possesses shockwave, missile storm, and mass impale.
The arcane generator is an extremely finicky generator, and almost impossible to use. (I have not successfully used it.) Its power cost is 12 and it only functions as a defensive generator to stop pushes. The main problem with this generator is its function, it is only useful on a lane being hit hard or by a huge push. At the same time, its restrictive power cost prevents it from being used when your team is losing. A winning team will have the power to deploy this generator but not have the need for it, while a losing team will have the need for this generator but probably will lack the power. I would suggest that this generator be altered in some manner because for the moment, it is rather useless.
(Currently undergoing heavy review.)
Bomb: A generator that explodes after time is spent charging, extremely wide radius.
A novelty generator. It does roughly 1000 damage to ALL units in a ~3000 range area. (400 to buildings). Its teamkilling properties make it poor for defending, so it can only be used to bomb bases or lanes. While a fun tower to deploy, it takes four minutes to charge up and explode, and if detected in that time, you lose the element of surprise and possibly the generator itself. Theoretically, the generator can be used to make money, since the creeps and possible herokills from the resulting explosion will give more than 150 gold. However, with a cost of 12 energy, and a preparation time of around seven minutes, this generator is little more than a way of pissing off your enemies (or allies).
Crystal: A generator that generates crystals, can be upgraded up to two times for more rapid crystal gains.
The most popular generator, it does nothing but produce a steady stream of crystals. Not very exciting really. Its better than nothing, but there are better ways you can use energy, unless you cannot live without altar upgrades.
Siege: A generator that attacks buildings for an average of 100 siege damage per shot.
The siege generator is a strong generator, but tends to be limited in some regards. First of all, with an energy cost of 9, you will not use them in excess, and you probably wont use them unless you're winning in the first place. Another problem is their durability, heroes and the creepwave can tear into it and render your efforts moot. A final problem is sight, without a proper spotter, the towers will not fire in the first place. That being said, if you can spot for the tower, can protect the tower, and have energy to spare, the siege generator will help you win the game faster. Placement is important when deploying these towers. If placed off of a lane, and you fire where creeps move, you'll likely draw creeps to the generator and end up losing it. Placing a siege generator behind an outpost without any support is a quick way to lose it. Therefore, it is best placed in the middle of a lane when firing at an outpost. Another possible use for the siege generator is to capture the cliffside obelisks. While not my preferred method of doing so, it is a viable strategy as long as enemy heroes don't catch on. Overall, if you use siege generators carefully, you can make a difference.
Conclusion: Generators are a useful, if not unloved feature of EotA. However, the arcane and devastation generators (and possibly bomb) should be improved to a level where they can be used. But aside from that, all of the other generators have a use in EotA and can help improve your game if you care to micro.
Background: I'm CursedNobleman, a player on USEast. I have had at least two years of experience in playing EotA, and a few inhouse games with and against members of Clan EotA. The HostEm bot has allowed me to play EotA more frequently, and currently gives me a large supply of games and players to "experiment" on.
Basics: Generators all have a cost of 150 gold (add another 100 for a worker), take around three minutes to build, and require energy from obelisks to function. Energy also gives a marginal bonus to hero experience when unused allowing people obsessed with experience or are rather ignorant of the generator system to operate without a severe handicap.
Individual Reports on Generators: The following is a series of reports on each individual generator taken from games I've played. Most of them can be found in the replays section.
Replenishment: A generator that functions like a moon well. It recovers mana and life with its mana.
A potent generator. This functions as a makeshift healing fountain and can give a hero a quick boost of life and mana to continue a fight. Best deployed at an outpost or behind an obelisk tower to get a hero back in the action and ready to fight. A good generator, but underused.
Structural Support: A generator that provides nearby buildings with a +9 armor boost and can repair nearby buildings with a 16 life aoe heal.
The structural support generator is excellent for helping a base stay intact, primarily for its hefty armor aura. With a power cost of 3, its easy to deploy, easy to use, and can make a difference when an outpost is being hit hard. Another good, but underused generator.
Devastation: A generator that attacks nearby units.
A rather puny generator that attacks all nearby units for an average of 19 piercing damage at a high rate of fire. While it only costs 4 power to deploy, the time it takes to build and its rather dubious power make it too weak to actually do anything.I think it should be altered to do either more damage, or specialize in fighting certain units. (I.E. feedback for mages or a strong anti flying attack.) I would recommend against using this tower.
Attack: A generator designed to kill heroes. Does an average of 20 damage per shot with an autocasted damage buff (like flame arrow) that adds 60 damage.
Costs 10 mana to use and can hold a maximum of 200 mana.
A quirky generator, it can be used to lock down areas to heroes, primarily fountains. While they do take time to set up and can easily be destroyed while being built, they can be used to a rather humorous effect. On Stormwail Peak I scattered attack generators at three fountains. After a few deaths to these towers, heroes began to avoid the fountains even after I deactivated them! This tower can have tactical or herokilling potential if deployed carefully, otherwise they might just go to waste. Unfortunately, they lack truesight to kill saboteurs who visits fountains often. Otherwise it can be used as an amusing way to scare heroes away from points. I also tried using the fabled attack generator next to Rockin' Arthas. I would not recommend doing so unless you have a severe Music fetish, as the cost does not really outweigh the benefits. Another thing to note is attack generators functions reasonably well with siege generators to siege bases. While not the greatest tower, it has potential to those who have the wit and micro to use them correctly.
Arcane: A generator that has can cast potent spells. Can hold a maximum of 600 mana. Possesses shockwave, missile storm, and mass impale.
The arcane generator is an extremely finicky generator, and almost impossible to use. (I have not successfully used it.) Its power cost is 12 and it only functions as a defensive generator to stop pushes. The main problem with this generator is its function, it is only useful on a lane being hit hard or by a huge push. At the same time, its restrictive power cost prevents it from being used when your team is losing. A winning team will have the power to deploy this generator but not have the need for it, while a losing team will have the need for this generator but probably will lack the power. I would suggest that this generator be altered in some manner because for the moment, it is rather useless.
(Currently undergoing heavy review.)
Bomb: A generator that explodes after time is spent charging, extremely wide radius.
A novelty generator. It does roughly 1000 damage to ALL units in a ~3000 range area. (400 to buildings). Its teamkilling properties make it poor for defending, so it can only be used to bomb bases or lanes. While a fun tower to deploy, it takes four minutes to charge up and explode, and if detected in that time, you lose the element of surprise and possibly the generator itself. Theoretically, the generator can be used to make money, since the creeps and possible herokills from the resulting explosion will give more than 150 gold. However, with a cost of 12 energy, and a preparation time of around seven minutes, this generator is little more than a way of pissing off your enemies (or allies).
Crystal: A generator that generates crystals, can be upgraded up to two times for more rapid crystal gains.
The most popular generator, it does nothing but produce a steady stream of crystals. Not very exciting really. Its better than nothing, but there are better ways you can use energy, unless you cannot live without altar upgrades.
Siege: A generator that attacks buildings for an average of 100 siege damage per shot.
The siege generator is a strong generator, but tends to be limited in some regards. First of all, with an energy cost of 9, you will not use them in excess, and you probably wont use them unless you're winning in the first place. Another problem is their durability, heroes and the creepwave can tear into it and render your efforts moot. A final problem is sight, without a proper spotter, the towers will not fire in the first place. That being said, if you can spot for the tower, can protect the tower, and have energy to spare, the siege generator will help you win the game faster. Placement is important when deploying these towers. If placed off of a lane, and you fire where creeps move, you'll likely draw creeps to the generator and end up losing it. Placing a siege generator behind an outpost without any support is a quick way to lose it. Therefore, it is best placed in the middle of a lane when firing at an outpost. Another possible use for the siege generator is to capture the cliffside obelisks. While not my preferred method of doing so, it is a viable strategy as long as enemy heroes don't catch on. Overall, if you use siege generators carefully, you can make a difference.
Conclusion: Generators are a useful, if not unloved feature of EotA. However, the arcane and devastation generators (and possibly bomb) should be improved to a level where they can be used. But aside from that, all of the other generators have a use in EotA and can help improve your game if you care to micro.