2014-01-30, 21:01:01
(This post was last modified: 2014-01-30, 21:01:20 by griffin1987.)
TL;DR: Mostly agree with exodus ; regarding the more-gold-for-tanks idea: how about putting sold tanks into junk (placeholder gold-box - from a scripting point it sounds doable to me)?
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Long version:
Disregarding the tank monopoly mode: Not always is picking the tank over the hull the better choice. For example, you could switch to goblin shredder from heli or get a steel hull - problem is, you lose mobility.
Also, the cost comparison isn't fair: If you buy a gold hull, you can keep it till the end if you like to, and if not, someone else can buy it for cheaper, also reducing the lost money. But with a tank the money is just lost, because there is no junk for tanks (maybe should be added? like, have a fake item, probably in a different color (I've seen colored gold boxes in other maps, so it's possible) in junk, which would make you switch tank)
Another thing to consider: When you play heli and drop the hull, you heal much faster than with a heavy for example, which can be a big advantage in some situations.
Also, heli is not as easy to click than heavy, which really was a problem for me for several months (even on my 27 inch display stuff gets rather small at 5k zoom, and especially hard to click when you have creeps around it as well and maybe health bar displayed)
So, it's not ALWAYS good to get the bigger tank, but I would agree that most of the time people get stuff instead of a bigger tank, the tank would have been the better choice.
I also don't think people get how the junk yard works - I see people with hulls asking for ups and then buying their tank without selling a hull all the time. It's just dumb - you could instead sell your hull, do some ups yourself, and get the new tank. You would still have more hp than before and can rebuy the hull for the same price you sold it.
Back on topic: Why do you think max level for tier 1 tank is lvl 13? Distributor for example can still kick ass vs titans if played right (especially the ulti), medivac can be used way longer due to ulti, and antigrav ulti is also usable very long (though, I must admit, antigrav starts to suck way sooner IMHO)
Scaling spells vs non scaling spells is a problem either way imho - for example antigrav shift does not scale itself, but scales in terms of gameplay: You can still shift a titan the same way you can shift a tinker. Then there are skills like the bombardment of the heli, which becomes rather pointless later on. And the other side are skills like the creeps of the ghost tank, which have been changed a couple of times, but probably will never be balanced, because the creeps upgrade for free with the force level. (Yes I know you wrote some of the examples yourself, was just to illustrate better)
Anyway, I agree with exodus about 90% on this one, with the exception that some spells seem to scale toooo well into lategame to me (ghost tank creeps for example, but that's my oppinion)
---
Long version:
Disregarding the tank monopoly mode: Not always is picking the tank over the hull the better choice. For example, you could switch to goblin shredder from heli or get a steel hull - problem is, you lose mobility.
Also, the cost comparison isn't fair: If you buy a gold hull, you can keep it till the end if you like to, and if not, someone else can buy it for cheaper, also reducing the lost money. But with a tank the money is just lost, because there is no junk for tanks (maybe should be added? like, have a fake item, probably in a different color (I've seen colored gold boxes in other maps, so it's possible) in junk, which would make you switch tank)
Another thing to consider: When you play heli and drop the hull, you heal much faster than with a heavy for example, which can be a big advantage in some situations.
Also, heli is not as easy to click than heavy, which really was a problem for me for several months (even on my 27 inch display stuff gets rather small at 5k zoom, and especially hard to click when you have creeps around it as well and maybe health bar displayed)
So, it's not ALWAYS good to get the bigger tank, but I would agree that most of the time people get stuff instead of a bigger tank, the tank would have been the better choice.
I also don't think people get how the junk yard works - I see people with hulls asking for ups and then buying their tank without selling a hull all the time. It's just dumb - you could instead sell your hull, do some ups yourself, and get the new tank. You would still have more hp than before and can rebuy the hull for the same price you sold it.
Back on topic: Why do you think max level for tier 1 tank is lvl 13? Distributor for example can still kick ass vs titans if played right (especially the ulti), medivac can be used way longer due to ulti, and antigrav ulti is also usable very long (though, I must admit, antigrav starts to suck way sooner IMHO)
Scaling spells vs non scaling spells is a problem either way imho - for example antigrav shift does not scale itself, but scales in terms of gameplay: You can still shift a titan the same way you can shift a tinker. Then there are skills like the bombardment of the heli, which becomes rather pointless later on. And the other side are skills like the creeps of the ghost tank, which have been changed a couple of times, but probably will never be balanced, because the creeps upgrade for free with the force level. (Yes I know you wrote some of the examples yourself, was just to illustrate better)
Anyway, I agree with exodus about 90% on this one, with the exception that some spells seem to scale toooo well into lategame to me (ghost tank creeps for example, but that's my oppinion)
Getting used to the Sand everywhere. At least it brings us map updates.