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Different cost of creeps upgrading
#1
I think, that is nessessary thing to change creepsup moneycost. Team without opportunity (or such wish certainly Smile ) to make creepsup will lose in any cases. 1700g is more at the beginning but not a problem at midgame & lategame. When your creeps are stronger tnan opponents ones like 7-8lvls, they crashing everything before they eyes.

My solution of this situation

1-3lvl - 1500g
4-6lvl - 1750g
7-9lvl - 2000g
10-12lvl - 2250g
12-15lvl - 2500g
16-18lvl - 2750g
19-21lvl - 3000g
22-24lvl - 3250g
25-26lvl - 3500g
27-29lvl - 3750g

lvl - current lvl of your creeps at the upgrade moment.

Thanks for reading of my post!
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#2
I think the upgrades should stay at the same price, cuz in late game upgrades are weaker, cuz enemy creeps are also quite strong and notice their strength differences from upgrades less.

At start, upgrades are quite expensive cuz you don't have so much money, and in late game it's harder to make creeps much stronger than the opponents, cuz the creep power differences becomes less. Every 10 min, creeps gets 10% stronger power and hp, and that is downlane linearly upgrade. 10% of original value in increase every time.
  • A lv 5 armor and weapon creep is 2.25 times stronger than a lv 0 armor and weapon creep. (power of 5 tinker do 2 upgrades at start)
    A lv 10 armor and weapon creep is 1.77 times stronger than a lv 5 armor and weapon creep
    A lv 15 armor and weapon creep is 1.65 times stronger than a lv 10 armor and weapon creep
    A lv 20 armor and weapon creep is 1.44 times stronger than a lv 15 armor and weapon creep
    A lv 25 armor and weapon creep is 1.36 times stronger than a lv 20 armor and weapon creep
    A lv 30 armor and weapon creep is 1.30 times stronger than a lv 25 armor and weapon creep

See what I mean? IMO upgrades doesn't need increased cost for each upgrade. This shows 10 total tech level difference!


It's best to upgrade tech as soon as possible, but also you have little gold at start is a risky strategy to ruin your own tank development. However trader can more likely afford such strategy, since he just trades, and is unable to carry weapons.
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#3
I see. But in your variant, creepup is a business of tinkers. IMO thats a case of traders. If your team has advanced trader, the difference between creeps of both sides will be more than 5 lvls, for example 11,12 - 26,28 like in ours evening game.

There is another problem (for my opponents Big Grin ) in that situation - too difficult to kill creeps. What it means? For they: less kills - less money & exp.; for us: our creeps are walking through the enemys base like knife through butter (or nearly so Smile ) from all 3 lanes, and a process of killing opponents tanks becomes easy because of they weapons are trying to get your creeps and your ones are damaging only they tanks.

P.S. Lasertower and other defencive structures becomes very strong and cheap to rebuild.
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#4
Imo that difference in creep levels means only that your team did something very wrong:

-you let the trader do his thing. NEVER leave a trader alone at start unless you are sure he would suck being trader !

But even then you could have countered early on when he would start upgrading creeps by taking advantage of your extra tank player and thus taking over cp's.

I just don't think you should come up with such suggestions because you had a good trader against you in one game. Try to counter it first.
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#5
Not reasonless, but i'd like yo see replay how to destoy traders so effective as you say. Thats too difficult to catch them and if you are trying to do it, you are loosing exp and money.

1300 ranged weapons and radar? - not effective and isn't cheap(look on top).

P.S. On that evening I was in the winners team) But I want to know how can enemy get ours trader.
Thanks.
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#6
when i see someone of the enemies team is going to trade, i usually start with tinker+electro cannon, then take the helicopter as soon as possible, skilling speed, rocket and board cannon. hes a pretty good trader hunter. sure you can play him with other weapons too, but dont take too short ranged weapons.

if you didnt notice the enemy trading before you chose your setting, its still nice to have a goblin (tank or shredder, but any other ground tank could do it as well) with a radar, combining into a trader hunter pack. trader hunter pack is really nice and lethal against traders, dunno why it is bought that rarely.
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#7
I think dersatan came with a pretty good suggestion, but as he says, even heli+plasma gun or anything can get trader at start when he is weak.. or work together with teammates so you can push mid untill the point of his trader, so when he has to go trade in, you can kill him all together.
It is also a good idea to capture the side lanes with 2-3 players really quick to make trade routes more complicated!
Just some ideas...

Kumanezuma Wrote:Thats too difficult to catch them and if you are trying to do it, you are loosing exp and money.
You are right that you loose exp and money when you try to chase him, BUT that is in comparison to your teammates and his teammates, in comparison to the trader, you still have an edge! And because the other team has a weak trader (because you hunt him) and your team has only 1 'weaker' player (you can still creep in between) your team has the real advantage!

It is a TEAM game, dont try to look at individual stats too much (although they are nice offcourseSmile ).
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#8
You got damn right about TEAM game :!: I've said such words to Horselance in other suggestion. Lots of people forgotten this rool and prefer no play like in a simple duels without any strategy. They only want to get more exp. and money, other teammates are somewhere behind horizon...Sad But i trust they'll grown up their selfish pumpers for a good game.

Now I have to test Trader Hunter Pack if the "evil enemy" will use traders in his game Smile
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