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Exodus Wrote:
- ...
- Regardless if there is an enemy or not, you start capturing it, or rather they lose their ownership of it, which would last about 5 seconds
- After that, the CP is neutral, so neither one gets any advantages out of it (no creeps, healing and CPTP) and you can't start capturing it, as long as there is an enemy
This sounds interesting, removing it's healing when it's partially captured so no ones gets advantage of the healing. I like that idea.
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Yep, once enemy has captured a cp past 50% or 5 seconds (or 10) then the healing is diabled. This could create problems though, where cp's are too hard to defend.
> Remove ability to buy troop pack from enemy facts.
>> Allow a purchase from facts that increase the heal rate for x seconds. Maybe allow it to stack.
This way people can decide whether defending a cp is worth the cost (of buying heal).
๏̮๏
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Gammagulp Wrote:CPTP: Slows your tank by 30% the next 4-7Seconds maybe. So you can defend the cp, but not hunt down enemy tanks to easy because you got the healing rate. The problem No. 1 is, that if you drive out of your CP the aura stays for the next 3-4seconds. You can see that in the beginning when light tanks with 70%HP leave the healing range, but are full healed while driving away.
Something like this sounds way better to me, forcing the one who cptp'ed to either port (which makes it possible for the other team to kill him afterwards, as he can't escape any more), or let the enemy escape (of course the one who allready was at the cp defending can hunt him down alone, but most of the time he is weaker than the former attacker, so it will be not that easy).
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I apologize if this is in the wrong post, but it seems to fit here.
I have 3 seperate ideas that might help get rid cptp teleport being the best style of play.(As I've seen it btanks is about being able to do different strategies and have them all work well).
What if Cptp got more expensive the more the control point is captured. For example, if you teleport after the control point it 50% captured, it costs an extra 50% to teleport,(or even 2x% captured). This would do two things:
1. It would force people to play offensively, because it would be more expensive to teleport.
2. Trying to wait to see if the person will stick around will only cost you more money, and force you to play in that lane, and not just camp and cptp in on them as they capture.
This would make sense too because it would be hard to get reinforcements...not the item...into a base that's being heavily seiged. And as the seige goes on, it would only get harder to bring in tanks.
Another possible solution to the cptp teleport style of play is to up the cost of the teleporter. One of the reason's it's so good is because it only costs 3000, and it usually isn't a setback because that 3000 gets paid for very quickly by saving yourself a few times, or getting 2-3 kills with it. It's hard not to buy a teleporter when you get 3000 if you have any mode of creeping because they aren't going to be able to push fast enough for you to be in serious trouble only being behind 3000 gold. If the price were raised to 5000 gold, or even 6000 gold, it would create a lot more options in strategy, because 5000 with a second tier tank (4000-6500 priced) is a strong weapon that is enough to lose cp's over. 3000 is at most 333 dps, and that's only if they can get close in the 600 range, make sure you die, and get away without you teleporting on them as they retreat.
The other solution to this style of play that I can think of is to increase the cost of cptp as time goes on. If only one person teleports to stop a base from being captured, and they stick around in the other lane, kill the creeps, go back, and teleport back and forth 4 times, you're only going to be 600 gold behind. If they get one kill in there, (which is likely because teleporters are usually in the game by this point) you're back 300 gold. 300 gold really isn't enough to make a difference, unless you can make them be 300 gold behind about 10 times. Which is 40 times trying to capture a single control point. Also, as creep money increases, something that has happened after cptp was started, having to pay for the teleports back and forth becomes easier as time goes on. The cptp costs increase by 75 every 15 minutes, which would make the cptp teleport strategy more about risk, and less about a guaranteed reward.
The real problem right now, is there is no risk in playing a defensive cptp teleport strategy. As the troops get near to you, you can step out and kill them and push them back the other way. And if they get too near, an ally will cptp in and teleport on top of your enemy making for an easy 2v1. Playing a defensive cptp teleport strategy has to be about balancing risk and reward. It needs to be possible for the strategy to be risky (which it isn't at all right now). And it also needs to stay possible that this is a rewarding strategy (because btanks is all about variety, and being able to make many strategies good). I personally favor a combination of the first two ideas posted above. One reason is because the teleporter is an item that is always useful in the game, defensively, offensively, or even just trying to make money without too much danger of getting your ass kicked. The top idea also supports people looking around, planning ahead, and cptping a little ahead of time, instead of with 1-2 seconds left before the capture. This will make the game more active, and once again, more about risk, and less about guaranteed reward. (sorry this is so long. )
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I like your ideas
More teleportgold for longer captured CP´s. And giving the Teleporter item cooldown if you use CPTP also is some nice idea  - I think there are a lot of people which dont like the 2nd idea
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- noob, nobody, medium, pro - we will see what happens ^^
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I would like to suggest another, different option:
Whenever a tank cptps their mana is set to 0.
This prevents players from immediately using spells/teleport/extended hull repair upon arrival.
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Althend Wrote:Or just make breaker buyable at cp :p
30% is maybe too much, then why not 20% and slowness during 7 sec (so defenders cant run after attackers who get away of cp? )
That is fucking genius. Why not make obs/nets/breakers available at cps. Maybe you can make them a tad more expensive than if you were to buy them from base. I just think its stupid when you need breakers you have to
1. Tp from your cp to your base (75 gold)
2. Drop an item on the ground so you can pick up multiple breakers
3. Buy a couple of breakers
4. Tp from your base back to your cp (75gold)
5. Place the breakers
6. Tp from your cp to your base to pick up the dropped item (75gold)
7. Tp from your base back to your cp (75gold)
without counting the price of the breakers you are already spending 300 gold just going back and forth.
Also I mention that you need to drop items because breakers are usually used mid and late game where most tanks already have a full inventory.
***Edit
I just realized that you can drop you inventory items at cp and there only have one trip. While you can do that, its kind've risky because you are leaving 2 of your 6 items at a cp instead of leaving only 1 of your items if you were to drop your item in your base. I believe this is dangerous because enemy tanks can easily see the dropped items and might use this opporunity to push as your combat effectiveness is limited due to the loss of two of your items.
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How about leaving an item to your cp then go buy and repick your item. And leave unused breakers at your cp.
Much profitable...
Trolololo
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xplodingtinkftw Wrote:***Edit
I just realized that you can drop you inventory items at cp and there only have one trip. While you can do that, its kind've risky because you are leaving 2 of your 6 items at a cp instead of leaving only 1 of your items if you were to drop your item in your base. I believe this is dangerous because enemy tanks can easily see the dropped items and might use this opporunity to push as your combat effectiveness is limited due to the loss of two of your items.
Just drop one before you CP back to the base and then drop another in your base while you're buying... There's no reason to leave two items unattended at your CP unless you're tinkering.
Starcraft II
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I don't think the cp teleport cd can be changed because it would kill defensive uses of it and shift the game towards a capfest. Yes, I know that's not an issue if you only teleport once, but 1/3 the time normal, non-cheesy defense requires a 2nd teleport. Like if you respawn want to go push a lane and whoa hey that other points being capped.
Making the cost of cp proportional to your tank level or total tank value or w/e might discourage teleport spamming. I don't mean to make it too expensive, but maybe 10 cp tp's would be. I like the idea of making it force cd on tp items too.
I am against HB!
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