2007-08-29, 04:46:55
SirJoghurt Wrote:Kenny, sorry but you write too much... if your not able to play against a Tinker.. when your half Team is "n00b" ... live with it... is the other Team "n00b" .. and your Tinker...well 0wn ? or not... it doesnt matter if you play Tinker from start or that it is a "free unit"... its a Support"Defense unit.. to get in atttack with it.. needs a good Player.
Like I said in my previous posts, I can and will take enemy Tinkers and their towers apart eventually. But why does a free tank give me more trouble than a tank that actually costs gold? And for that matter, why do you even bother responding to my post without even reading it, assuming there's a lack of skill/experience involved when I'm probably one of the best players at this game?
I don't care if I'm God at this game and eventually destroy everything, that doesn't mean a free tank that can often hold its own against tanks that cost gold is balanced.
SirJoghurt Wrote:And the troop tactic your talking about, its hard yes.. but you can beat it, with a "good" Team...
Your talking from puplic gAmes ?
..well there are many things that can happen LEaver/afkler/n00bs
With a good team sure. But I never really made comments on Troop Command with this thread. Though on the subject of Troop Command, I'd consider that to be another imbalance. How many weapons do you see improve as your army upgrades either automatically or otherwise? For that matter, hulls. Oh, and they act as deployable meatshields and damage to give you a severe edge. You could bring up area of effect, but the problem is I'd pretty much have to save my area of effect ability just to counter it every single time. He who holds Troop Command dictates the pace of battle. The only real counter to Troop Command is Troop Command. I'm forced to preserve my area of effect abilities just to counter Troop Command or I'll be just plain screwed when it's used. For that matter, even if I do preserve it that's a couple seconds of him taking almost no damage from me and a couple seconds of his damage output doubling unless he's decked out in Psycho Magic or something. In other words, friggin' imbalanced item for 2,500 gold.
SirJoghurt Wrote:so, a puplic is a puplic game, always different.. sometimes no leaver..sometimes after 2 min., then its maybe 3 vs. 5 .. so imbalanced, only if the 5 Players are good, they will win...
for example,in a CW, it's not easy for Tinker, cause ? Good Players in both Teams... without leavers..the better Team will win..
I would very much like to see this non-public community you seem to be suggesting exists. As for the five side if I happen to be on it, as long as they don't excessively feed I tend to take care of business.
SirJoghurt Wrote:i really dont know.. wheres your problem..take a demolisher, or a light Tank, and get the first Towers down.. Tinker got a Problem
The problem as I suggested earlier, is that the Demolisher doesn't carry its weight considering the price tag. You can snipe the Tinker, the Tinker can get a hull. You can blow up his towers, the Tinker makes a tank change and you have at least 1,100 gold wasted on a Demolisher. (The Helicopter is vastly superior)