2007-12-09, 18:11:05
Hi all! First of all, I personally think that BT is one of the best WC3 maps around out there. One just doesn't get tired of it :mrgreen:
Just putting in some thoughts, so feel free to ignore. Firstly, about the smoke screen matter. The main point being made is that "smoke screen becomes rather useless with radar", and there's no denying it. But then again, the only way to become "undetectable" is smoke screen (minus trader. I'm not such a big fan of traders :wink: ), so there's quite a lot of "detecting" but not enough "hiding". There's radar, wards, modules etc. IF the evasion idea were to be implemented (with a large percentage, I think 50% was mentioned), there'd be a heck lot of smoke screen usage going on in every game. Imagine, if you will, a big fight going out between many tanks from both sides. Everyone has the smoke screen and everyone activates them. "Miss" will pop up everywhere like the plague. Powers will fly and mana will drain. Who wins? The lucky ones. The ones lucky enough to have the evasion come in when it's needed the most. To digress a bit, I'm assuming that abilities can be evaded here. If not, then ignore the part about the lucky ones winning. In which case, there'll be a lot more stalemates from skirmishes. As it is, experienced BTers know when to leave a fight and when to fight on. About deactivating radar when health is low: well, then it's just going to waste a lot of people's money and cause a lot more stalemates. Radar would probably end up as a "retreat tactic": use when health is at 50% (which isn't really low) and run. About invincibility? I think the same problem applies. Finding a solution or compromise isn't going to be easy, and I'm not offering one here but rather just my 2 cents. What about a small enough evasion percentage so that it won't be a "must get" item (around 10-20%?), a 1-2 second "total invisibility" and then visual invisibility but radar detectable for the rest of the period? Would it be feasible? If it's being used as a "retreat tactic", one wouldn't be able to retreat absolutely and can still be chased down. It wouldn't be utterly useless against all the detecting options and it somewhat has a logic to it with the evasion part. It's just an idea...
About the ghost tank matter: the drain is powerful, no doubt about it; with a total of 2000 damage at max level. But only against absolute noobs or kamikaze players. A player just needs to be aware of the drain's power and his/her own tank's health limit, and it's easily avoided. A thing about it, though, is it's effective range. It goes quite far out. Perhaps a slight nerf to the range before it is "disabled"? As for it's ultimate, I think there's absolutely nothing wrong with it. It just puts the ghost tank in the role of a, well, tanker + a creep support. Tank support? Let the Guard handle that. Full on assault? Well, you get the idea. It's about tanks and their roles.
I have some thought about the orbital strike. The radius is way too small. It's probably only useful as a creep nuker, but that's it. It's useless against buildings, it's useless against tanks (unless the tank has a tiny speck of health left). It's probably useful in the early game, but there's the upgrade requirements and most players would prefer to save up for weapons/tanks. Maybe more powerful blast with higher damage radius (maybe 100% within 400 - 600 and then less after?) but still only 6 strikes and still random within a larger target radius?
Well, these are just some 2 cents from a BT fan. To Bob666 and Exodus, keep up the good work! Looking forward to the next update
Just putting in some thoughts, so feel free to ignore. Firstly, about the smoke screen matter. The main point being made is that "smoke screen becomes rather useless with radar", and there's no denying it. But then again, the only way to become "undetectable" is smoke screen (minus trader. I'm not such a big fan of traders :wink: ), so there's quite a lot of "detecting" but not enough "hiding". There's radar, wards, modules etc. IF the evasion idea were to be implemented (with a large percentage, I think 50% was mentioned), there'd be a heck lot of smoke screen usage going on in every game. Imagine, if you will, a big fight going out between many tanks from both sides. Everyone has the smoke screen and everyone activates them. "Miss" will pop up everywhere like the plague. Powers will fly and mana will drain. Who wins? The lucky ones. The ones lucky enough to have the evasion come in when it's needed the most. To digress a bit, I'm assuming that abilities can be evaded here. If not, then ignore the part about the lucky ones winning. In which case, there'll be a lot more stalemates from skirmishes. As it is, experienced BTers know when to leave a fight and when to fight on. About deactivating radar when health is low: well, then it's just going to waste a lot of people's money and cause a lot more stalemates. Radar would probably end up as a "retreat tactic": use when health is at 50% (which isn't really low) and run. About invincibility? I think the same problem applies. Finding a solution or compromise isn't going to be easy, and I'm not offering one here but rather just my 2 cents. What about a small enough evasion percentage so that it won't be a "must get" item (around 10-20%?), a 1-2 second "total invisibility" and then visual invisibility but radar detectable for the rest of the period? Would it be feasible? If it's being used as a "retreat tactic", one wouldn't be able to retreat absolutely and can still be chased down. It wouldn't be utterly useless against all the detecting options and it somewhat has a logic to it with the evasion part. It's just an idea...
About the ghost tank matter: the drain is powerful, no doubt about it; with a total of 2000 damage at max level. But only against absolute noobs or kamikaze players. A player just needs to be aware of the drain's power and his/her own tank's health limit, and it's easily avoided. A thing about it, though, is it's effective range. It goes quite far out. Perhaps a slight nerf to the range before it is "disabled"? As for it's ultimate, I think there's absolutely nothing wrong with it. It just puts the ghost tank in the role of a, well, tanker + a creep support. Tank support? Let the Guard handle that. Full on assault? Well, you get the idea. It's about tanks and their roles.
I have some thought about the orbital strike. The radius is way too small. It's probably only useful as a creep nuker, but that's it. It's useless against buildings, it's useless against tanks (unless the tank has a tiny speck of health left). It's probably useful in the early game, but there's the upgrade requirements and most players would prefer to save up for weapons/tanks. Maybe more powerful blast with higher damage radius (maybe 100% within 400 - 600 and then less after?) but still only 6 strikes and still random within a larger target radius?
Well, these are just some 2 cents from a BT fan. To Bob666 and Exodus, keep up the good work! Looking forward to the next update