2009-03-27, 14:56:20
Teleport breaker every 60 seconds? They last for 3 minutes! While I dont mind the idea of a pack that summons, that is too much. A good exploder is hard to stop, but can also be a serious risk on a team that is stuck in an enclosed space. You can catch the exploder before a port and damage teammates. You can get breakers placed closer to artillery factory so he he hurts teammates, etc...
If you are trying to siege 2v4, it is not something I feel should be a given that you win. You have two guys!!! Sorry about your teammates quitting on you, but there reaches a point where the opposing 4 start to balance out with the uber twinkage you got by being only two. Basically you had a window to shut them out copletely, and you took too long. They closed the gap between you, and then when you died, you suffered a 50% loss in capacity instead of them a 25%. The death advantage is huge in small games, and if you can't work them down a couple at a time, then you will lose the game.
Flood them with creep (UPGRADED), mabe look into switching some of your items. All those sweet weapons are pretty useless against 4 guys at once. If you cant seperate them out then you have to try and be creative. People laugh at the Smoke Generator, but if you get one early enough, and I am speaking of early mid-game, then it is very powerful. Wards are too expensive to cover the whole map, and once you are sieging their base it should be too late anyhow.
I imagine there are many things you could have done differently to make a difference in this game. Do not blame it on one exploder and 3 guys turtling with mines in their base. Your situation was not what I would consider to be the basis of this game design.
If you are trying to siege 2v4, it is not something I feel should be a given that you win. You have two guys!!! Sorry about your teammates quitting on you, but there reaches a point where the opposing 4 start to balance out with the uber twinkage you got by being only two. Basically you had a window to shut them out copletely, and you took too long. They closed the gap between you, and then when you died, you suffered a 50% loss in capacity instead of them a 25%. The death advantage is huge in small games, and if you can't work them down a couple at a time, then you will lose the game.
Flood them with creep (UPGRADED), mabe look into switching some of your items. All those sweet weapons are pretty useless against 4 guys at once. If you cant seperate them out then you have to try and be creative. People laugh at the Smoke Generator, but if you get one early enough, and I am speaking of early mid-game, then it is very powerful. Wards are too expensive to cover the whole map, and once you are sieging their base it should be too late anyhow.
I imagine there are many things you could have done differently to make a difference in this game. Do not blame it on one exploder and 3 guys turtling with mines in their base. Your situation was not what I would consider to be the basis of this game design.