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i just had a game which could have been really nice, but it was totally screwed by a guy who got into our base stealthed with a sky tank, a smoke generator and some shortranged, high damage weapons.
i dont see any reason, why someone should get to get into the enemie's base cloaked without destroying at least the outer laser towers! maybe you do, please tell me if.
so my request is to put tinker radar tower modules into the base's laser towers from the beginning.
you may say that a radar only cost ~1k, but the tactic is to get into teleporter range, cloak yourself, teleport fast to the edge of the base, get in and destroy what is possible. you cant really do anything against that, even if that abuser will not get to destroy the main building, he will get to destroy every factory and tower only getting 2 or 3 deaths. its just hillarious.
sorry for whining, but this is really freakin me out when it happens.
maybe you could consider to put all 5 tinker tower modules into the inner 2 laser towers to grant a slightly better base defense, but this is rather a psycological/map layout improvement than a must like the radar modules.
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However you got sentry wards, that usually surprises the stealth user. A tinker with level 5 troop module can put a 1250 range radar module into the towers, or you can buy radar. Also ulti pack AND trade hunter pack has radar.
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When you change your tank, you can use your Tinker to put a Radar Module (or Regen, Damage, etc) into the towers. They'll stay there and won't disappear.
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Wait what? Free Tank > 2,500 gold item? :roll:
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yup level 5 radar module does almost the same as a standard radar, but only structures can have them, so you can't pick them up.
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A radar is worth 1250 gold and you can carry it along. A module is more suitable for towers, thats true. But who would buy 4 radars to protect his base? The modules were implemented exactly for this case. The radar still has its uses or would you rather stay next to a tower with a radar module to see invisible tanks?
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i know that i can put modules into the towers which stay if i change the tank. but what if i dont want to change my tank? selling my frost robot to get the tinker, camping 2-3 module cooldowns in the base (to get these modules to the edges) and then buying a sky or goblin tank of my rest money is rather a theory than a tactic.
the sentry wards are okay, but the first time the stealther comes you are the surprised one, and he will get 1-2 factories with a value of (more than because food limit and unit duration) 6600.
the rest of the game i have to put these wards all over the base? i dont really get it... it least the 2 last/inner towers could have a lvl 5 radar module each, this would be a great step with their proper range.
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I think Exodus was referring to if you for example changed from heavy tank to frost robot, you could put radar module in 1 tower once while in tinker form. Very few does this. I always put repair module when I do this.
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when you skill the modules they even reset, so you can place 5 modules in towers (of different levels of course)
i am against it...
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You mean the cooldown resets for everytime you resets the skills?
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I am against it too, if someone manages to buy sky tank, teleporter, weapon, smokescreen AND attack your base doing enough damage to make that tactic worth it, then i think he found himself a good strategie to play and it is up to you to find a solution to that! (could be that i voted pro in the poll...)
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TKF Wrote:You mean the cooldown resets for everytime you resets the skills? everytime you learn a new level of it
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then you may remove the 30k starting gold feature. its an autowin tactic in that mode, except that 1-2 players (per sky tank assasin) stay in base the whole time or your enemy does the same tactic. then it becomes a destroying race.
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what do you mean, tower modules?
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No, I think he refers to the strike and return tactic, attempting on destroying enemy base and ignoring the enemy tank. If a sky tank has smoke gen, he might also suprise the enemy while they don't have radar and make a lethal attack which could be enough ftw.
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k... but if everyone starts wiht tinker there is radar in the base...
i may remove 30k starting gold feature? well, i would have removed it... but in macgyvers version there was ultra rush and i saw bt MG ultrarush hosted open, so to not loose players i added urush to my bt, too
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I think the 30000 gold feature should stay. Urush is supposed to be a lethal game anyways.
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Urush is for ultra fast games with ultra destroying tactics. Like the tactic you had before, buying exploder, lots of explosives and upgrade force with everything you gained after that. That way you got sooooo much money after a little while... There are other tactics too ...
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