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Currently, how to counter camping?
1/ Hunter
2/ Orbital
3/ Exploder
I think that there is no enough possibilities to counter it. Especially in late game where everyone has tier4 tanks.
Most of the time end game is boring, it is more a matter of staying in defense, wait enemies, kill them by camping cp and then go get other cp/attack base.
The only thing that prevent people from camping too much is greed and creeping.
I think that bt need some other stuff to help counter camping.
For example:
Item name: Repulsing bomb
Price: 300
No damage
Push enemies 1500 range away at the impact
Item name: healing disruptor
Price: 500
Remove/reduce heal aura of a factory for 10 sec
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Althend Wrote:
Item name: Repulsing bomb
Price: 300
No damage
Push enemies 1500 range away at the impact
Item name: healing disruptor
Price: 300
Remove heal aura of a factory for 15 sec
only 300 gold for thoose items? i think, they are too imba for only 300
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Countering people who camp would require a lot more teamwork than sinple items and abilities. The simplest way is to get everyone to charge or tp in. This can be done by using smoke, using earthbots skill if there, having the tank with troops jump in first, having everyone buy a troop pack etc... Camping really isnt a problem because its their loss for not creeping, and if they are pushed back, they probably wont 'camp' there for long. I rarely see people needing to stay in one spot for long.
Those two items are good ideas however. Repulsing bomb could be a tank skill or ult, opposite to hunters ult. Variables for it could be limited targets to affect, speed of the push, range, collision- does it go through and does it slow the tank down.
As an ability it would be able to have different levels of the skill but as an item, it would need a seperate item for each 'setting'.
Also, im calling it force push.
Force Push Nuke - pushes all tanks and units 500 range from epicenter to a max of 700 + 200 range. This means closer tanks are pushed further. Pushes very very fast. (note: this is to move enemy tanks quickly, but doesnt 'stun' them for long)
Standing in center: pushed 700
Standing 500 from center: pushed 400
Standing at 700: pushed 200
Force Push - click to cast, pushes everything away from tank, fairly fast.
Force Push Air - pushes slower but has more push range - max 1000 (note: this effectively 'stuns' them for longer)
As for the factory heal disabler, im not too interested in it buts its not bad of an idea.
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There could be a consumable item for like 1k that does anti-grav's ult w/o damage for like 5 seconds. 2 of them allow you to have a strong advantage over the other team (Starcraft players probably know how useful stasis field is).
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Quote:Countering people who camp would require a lot more teamwork than sinple items and abilities. The simplest way is to get everyone to charge or tp in. This can be done by using smoke, using earthbots skill if there, having the tank with troops jump in first, having everyone buy a troop pack etc... Camping really isnt a problem because its their loss for not creeping, and if they are pushed back, they probably wont 'camp' there for long. I rarely see people needing to stay in one spot for long.
I am not talking about noob camping. Defenders can do same trick than attacker. At even teamplay, campers will always win. The game may become a " I defend until you die so after i go get oter cp/attack base". When you gather all team to charge cp you also not creep, they dont need to stay in cp all the time, but jsutay near anycp/base to teleport as soon as mass enemies come.
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This is why I find 1300 range weapons to be important. If your team has more 1300 range weapons than your opponent, you can force your enemies to come to your team.
IMO, campers do not win, because they have to camp, while they fail at farming and everything else. If people want to stay in one spot, keep them there, just outfarm them.
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bobbob247 Wrote:This is why I find 1300 range weapons to be important. If your team has more 1300 range weapons than your opponent, you can force your enemies to come to your team.
IMO, campers do not win, because they have to camp, while they fail at farming and everything else. If people want to stay in one spot, keep them there, just outfarm them.
Read what I wrote, you dont need to stay on one spot to do camping but staying near all spot where teleport is available and only come when mass enemies come... Then there is not real outfarming. Especially if they have one cp less or in end game when all is tier4... 1300 range? It may help at 15 first minutes but after, regen of tiers 2-3 tanks is higher than long range dps ( you need a lot of money to do decent damage and make them have to come at you)
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Quote:3/ Exploder
this tank is pretty much dedicated to prevent camping/clumping. With teamwork to clear away any breakers - the exploder is king.
Now I understand that if you play with the exploder disabled, or have small teams (3:3 or less) you can have a problem, but disabling exploder isn't the fault of the map, and in small teams camping isn't such a big problem.
Now in saying that, well-priced utility items are pretty cool, and I wouldn't object to adding another one.
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Or a "Push and Pull gun"
anti hero, long cooldown (>3sec), changeable
(Mode 1) 1250Range, low damage - pushes the enemy 200 range away from you (not on impossable terrain)
(Mode 2) 1400Range, low damage - pulls the enemy 250 range away in your direction (not on impossable terrain)
Costs: 5.5k
:mrgreen: :mrgreen: :mrgreen:
(Note: This is fun :lol: )
IMO stooping the enemies from camping or making it a disadvantage depends on your style of playing "creative". If you force 2 or 3 enemies to teleport for nothing to a lane with less creeps they loose money over time. (If they hunt you with teleport you can give your team time to take or attack another CP)
Nevertheless Attacking alone when nearly all got tier 4 tanks isnt so good at all.
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- noob, nobody, medium, pro - we will see what happens ^^
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Up :o
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i understand your problem but in good games with good players i dont see camping=P
in some beta leagiue games there are many...
anyway your items are funny but i think the pull thing is too cheap and the healing disable too imba, because get porter this thing and some dmg and you could get so many easy freekills when player with low hp is on the way to cp.
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I especially think about the final "titan fight" ^_^
Of course these stuf should be balanced
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Althend Wrote:I especially think about the final "titan fight" ^_^
Of course these stuf should be balanced
We might need a new alternative end game tank. May I suggest the lava lord or mountain giant as plausbile models. If they don't fit we always have tons of franks tank models to pick from. For example the steam fortress.
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franks tank models??
any pics? :?:
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