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(2013-02-02, 17:25:45)UnifiedDoom Wrote: While I think repair robots may be a little on the cheap side now, changing them back to their original cost would be too drastic. Bennie said that teamwork can counteract the repair robot benefits, which is true. But the main problem is on the side lane where the game is fought mostly 1v1, repair robots seem to be a pretty core item on almost every single tank now there. There is an aspect of players "discovering" repair robots now, so maybe it won't be so disregarded in the future. But a cost change to (1500/2000) or (1750/1750) seems appropriate to me.
The original suggestion was in fact to benefit players fighting against long range without long range themselves. However strategic points have been buffed since then which is a very good solution, having cheap repair robots as well I feel is overkill. The reason, I like my 1500/2000 suggestion is that it keeps the ability to get an early counter to longrange cheaply, while at the same time losing some of it's long term effectiveness.
thats why my suggestion is to dissable the repair function while taking damage. So you can avoid that repair robots are way better than armors.
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(2013-02-05, 22:59:58)Perfektionist Wrote: (2013-02-02, 17:25:45)UnifiedDoom Wrote: While I think repair robots may be a little on the cheap side now, changing them back to their original cost would be too drastic. Bennie said that teamwork can counteract the repair robot benefits, which is true. But the main problem is on the side lane where the game is fought mostly 1v1, repair robots seem to be a pretty core item on almost every single tank now there. There is an aspect of players "discovering" repair robots now, so maybe it won't be so disregarded in the future. But a cost change to (1500/2000) or (1750/1750) seems appropriate to me.
The original suggestion was in fact to benefit players fighting against long range without long range themselves. However strategic points have been buffed since then which is a very good solution, having cheap repair robots as well I feel is overkill. The reason, I like my 1500/2000 suggestion is that it keeps the ability to get an early counter to longrange cheaply, while at the same time losing some of it's long term effectiveness.
thats why my suggestion is to dissable the repair function while taking damage. So you can avoid that repair robots are way better than armors.
Absurd they are not better then armors... Not afrer min 20 when damage is to high and robots alone wont help you much. Also tank skills are to strong and if you dont have lots of time robots wont help cause they turn back hp in time not in 2 sec like repair. If you cant keep distance from enemies robots wont help you at all too. Thats the point of having robots to have this little ammount of heal during fight. Same as maintenance.
In my opinion last updates where failed ideas only. Weaken titan, cheaper robots, and long range weapons hitting buildings... Im not long range player and i dont like when im dealing with full team of that crap but i think that it was bad idea to weaken them that way. And the only sensible update still didnt came up: mines working on flying tanks thats the biggest absurd of this game and still throught all of theese years ive been playing this game noone even fought about fixing that up.
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I won't talk about mines hitting air tanks, but for repair robots : yes it's better than hull, of course not at 1h of game, but at 10 min when you have to choose between repair and hull (on lane of course). I did test it against GAP : we were even on lane and at 5 he got robots when i got little hull. He didn't move from my cp till i get repair too. Downgrade the price to 1500 make it overused and is way better than 1250 hull (of course i don't talk about crazy players who attack you in 10 creeps, i talk about skilled players).
About the titan i think this is a really good thing, look : before this update, a team with a leaver in a long game had like 10% chance to win because 5 titan vs 4 titan was unbalanced. Now the fact that titan cannot ulti whole team with only one ulti make lot of games more balanced. Now some 4vs5 fights are really more interesting than before because it's like 50%-50% (again i talk about team with same skills, if game is unbalanced it changes nothing). Of course you have to wait some time for players to understand how it does work now (i played a lot of games when after like 40 min of titan in team i still got no ulti on fight because they ulti themselves...), but this improvement make end games more open than before. It's not about which team have the biggest tank, it's about which team have the better team play.
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(2013-02-06, 11:46:40)dirtyterror Wrote: 1. Absurd they are not better then armors... Not afrer min 20 when damage is to high and robots alone wont help you much. Also tank skills are to strong and if you dont have lots of time robots wont help cause they turn back hp in time not in 2 sec like repair. If you cant keep distance from enemies robots wont help you at all too. Thats the point of having robots to have this little ammount of heal during fight. Same as maintenance.
2. long range weapons hitting buildings...
3. Im not long range player and i dont like when im dealing with full team of that crap but i think that it was bad idea to weaken them that way.
1. yes, i mean if the cost stays at 1500 gold and im talking about the first 30 minutes. IMO 2000 is a fair because you can gain more gold because you can farm longer. You dont have to go back for heal.
2. i like that. After that update there are 60 % less longrange(noobs)players in the game.!!!! But torpedos are still too strong.
3. success!! welcome to the pro league
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Torpedos are too strong? I don't think so. Cooldown is very high, then hitting with a torpedo, expect in 1 on 1 depend most of the time on luck in common players. Of course if you play vs a skilled player he can focus you better than another one, but it depends only on skill as any other weapon. 650 damage if it's upgraded it's still not enough to make one shot kill on any tank. There are a lot of way to dodge torpedos attack, like staying behind creeps, getting burst armor and so on. And, again it depends on team (i remember that i could keep beating a heavy tank in mid with a heli with lr) but most of the time lr become useless after 15 min of game. Well not useless really but really weak.
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(2013-02-06, 13:01:56)Max Wrote: "torpedos depend most of the time on luck"
message to the developers: remove them please! (only torpedos, bombarding rockeds is not that op after the last update)
Now some people are crying that Tinker and torpedo tactic doesnt work anymore. THIS IS WHAT I WANTED! Tinkers are sitting behind thier towers and if they are lucky enough they kill someone. That have nothing to do with skill or experience. Thats just stupid!
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I totally disagree with you ! I have played some time with tinker torpedo last week, i always finished with stats like 25-10. It has to do with skill and experience ! And even if it's just about luck, where is the reason to remove them?
You say torpedos are op and that tactic don't work? "only torpedos, bombarding rockeds is not that op after the last update - torpedo tactic doesnt work anymore" I don't get your point
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2013-02-06, 22:10:01
(This post was last modified: 2013-02-06, 22:16:41 by BENNIE.FM.)
hrmm i tend to disagree when you have repairs bots against someone patient and they have a iron hull opposed to your repair robot it can go against you easily,try it sometime find someone real good get a repair bot and see who wins if they get a hull .Repair robots are only as strong as the player using them and the enemies team work.Having a bad hp to repair to weapon ratio can either screw you really bad go with you and it can really depend on what choices your enemy has taken and there skill level
The word "luck" its pretty obvious there is some luck in bt ,but 95% of the time you can maneuver your tank in such a way you have a much greater chance of hitting them.
I really dislike when people talk about luck its obvious there is going to be some level of luck.However telling you now most good players will not rely on luck or the enemy not having luck to win,Just skill i see a lot of the time especially when high elo experienced players 1630 above or so tend to have more "luck" against you common pattern same people seem to have to have luck and are all ranked near the top or some have more then one at the top, common pattern isn't pretty much what im saying is there is such a common trend.
Cat power < needs to be implemented into bt
Accounts are : , Imba_Kitten, DJ.FM,BENNIE.FM
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2013-02-06, 22:55:12
(This post was last modified: 2013-02-06, 23:05:34 by Perfektionist.)
(2013-02-06, 17:54:10)Max Wrote: I totally disagree with you ! I have played some time with tinker torpedo last week, i always finished with stats like 25-10. It has to do with skill and experience ! And even if it's just about luck, where is the reason to remove them?
You say torpedos are op and that tactic don't work? "only torpedos, bombarding rockeds is not that op after the last update - torpedo tactic doesnt work anymore" I don't get your point
thats it! they ruin the game. They always still buying tropedos. After 30-40 min they are useless and the enemy got the upper hand.
(2013-02-06, 22:10:01)BENNIE.FM Wrote: hrmm i tend to disagree when you have repairs bots against someone patient and they have a iron hull opposed to your repair robot it can go against you easily,try it sometime find someone real good get a repair bot and see who wins if they get a hull .Repair robots are only as strong as the player using them and the enemies team work.Having a bad hp to repair to weapon ratio can either screw you really bad go with you and it can really depend on what choices your enemy has taken and there skill level
The word "luck" its pretty obvious there is some luck in bt ,but 95% of the time you can maneuver your tank in such a way you have a much greater chance of hitting them.
I really dislike when people talk about luck its obvious there is going to be some level of luck.However telling you now most good players will not rely on luck or the enemy not having luck to win,Just skill i see a lot of the time especially when high elo experienced players 1630 above or so tend to have more "luck" against you common pattern same people seem to have to have luck and are all ranked near the top or some have more then one at the top, common pattern isn't pretty much what im saying is there is such a common trend.
you cant tell me that torpedos are not depending on luck in mid! I played a 4 on 4 yesterday (2 left after 3 min) and we got an enemy tinker with 2 torpedos in mid. We are standing at our cp because of the enemys tinker-towers. (I got a tinker in my team too.) And i everytime got hitten by both torpedos while im standing BEHIND 20 creeps!?!. 50% of the first 20 min i was standing on my cp and healing my self.
We won the game because the enemy was bad, but this game wasnt fun for me. I enjoy every sidelane round but mid is just awful !
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2013-02-06, 23:34:27
(This post was last modified: 2013-02-06, 23:36:45 by Max.)
(2013-02-06, 22:55:12)Perfektionist Wrote: thats it! they ruin the game. They always still buying tropedos. After 30-40 min they are useless and the enemy got the upper hand.
Just change the players. If someone keep buygin torpedos at min 30 he just deserves a kick only for being stupid !
(2013-02-06, 22:55:12)Perfektionist Wrote: you cant tell me that torpedos are not depending on luck in mid! I played a 4 on 4 yesterday (2 left after 3 min) and we got an enemy tinker with 2 torpedos in mid. We are standing at our cp because of the enemys tinker-towers. (I got a tinker in my team too.) And i everytime got hitten by both torpedos while im standing BEHIND 20 creeps!?!. 50% of the first 20 min i was standing on my cp and healing my self.
We won the game because the enemy was bad, but this game wasnt fun for me. I enjoy every sidelane round but mid is just awful !
Torpedos in mid AREN'T only about luck dude ! Try it you'll see ! A good lr player can focus on tanks by staying in good range ! It's same luck as any other weapon ! And again 1 torpedo is NEVER 1 shot kill for any tank (except tinker), and usually those guys get a second one between 10' and 15', which give you time to get hull or tank. And torpedo is about team play more than luck : it all depend of that : if someone in team last shot a guys hit by torpedo (with rocket or artillery) it makes a kill, as any other fucking team play. STOP saying that torpedo is all about luck : that's wrong !
Edit : again i just give my opinion, absolutely no offense to you or to your opinion, i respect people and their opinions .
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(2013-02-06, 23:34:27)Max Wrote: Torpedos in mid AREN'T only about luck dude ! Try it you'll see ! A good lr player can focus on tanks by staying in good range ! It's same luck as any other weapon ! And again 1 torpedo is NEVER 1 shot kill for any tank (except tinker), and usually those guys get a second one between 10' and 15', which give you time to get hull or tank. And torpedo is about team play more than luck : it all depend of that : if someone in team last shot a guys hit by torpedo (with rocket or artillery) it makes a kill, as any other fucking team play. STOP saying that torpedo is all about luck : that's wrong !
Edit : again i just give my opinion, absolutely no offense to you or to your opinion, i respect people and their opinions .
maybe they arent luck if you can play then right. BUT 99% OF PLAYERS WHO ARE USEING THEM ARE TOO LOW FOR PLAYING OTHER WEAPONS. sorry who disagree.
I know you are a good player max but the most other players are only staying stupid around and hitting you if they are lucky! They dont even try to move in the right position! and thats what i hate with longrange.
IMO
Perfi
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To Perf and Max, the balance of plasma torpedoes isn't related to this topic, I'd like to request to an admin that the off topic posts be removed or placed under a different topic.
(2013-02-06, 11:46:40)dirtyterror Wrote: And the only sensible update still didnt came up: mines working on flying tanks thats the biggest absurd of this game and still throught all of theese years ive been playing this game noone even fought about fixing that up.
Logical contradictions in real life don't apply to video games, and will be forsaken in the sake of balance. If mines didn't hit air demolisher would be way to weak against air (it already has ground only artillery), and the mine items would be far to easily counterable and useless.
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2013-02-07, 14:29:56
(This post was last modified: 2013-02-07, 14:33:00 by 091846.)
if mine dont hit air , can we scrap demo ? air have really lesser chance to get hit by a mine than a ground due to it can go anywhere , what you want to complain , or you just want to scap all the ground tank
mine destroy air at a shot that is really a insane mine , also mine is expensive like 1k to 5k to get one and not even give you a kill ........ except demo with its weak mine + you cant put it to too near
everyone knows air players will get hull so mine is crap in the late early game which going to mid game
why not change to battle air not battletank ..
ok repair bots like 30% lr ppl use them , it can regen like mad so what , just one hit kill it with a better tank and add all in a stun skill , put a smiling face on them
or get hull and hope you can weaken them enough so your team can gang them
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2013-02-08, 17:35:48
(This post was last modified: 2013-02-08, 17:37:25 by dirtyterror.)
(2013-02-06, 12:51:52)Perfektionist Wrote: (2013-02-06, 11:46:40)dirtyterror Wrote: 1. Absurd they are not better then armors... Not afrer min 20 when damage is to high and robots alone wont help you much. Also tank skills are to strong and if you dont have lots of time robots wont help cause they turn back hp in time not in 2 sec like repair. If you cant keep distance from enemies robots wont help you at all too. Thats the point of having robots to have this little ammount of heal during fight. Same as maintenance.
2. long range weapons hitting buildings...
3. Im not long range player and i dont like when im dealing with full team of that crap but i think that it was bad idea to weaken them that way.
1. yes, i mean if the cost stays at 1500 gold and im talking about the first 30 minutes. IMO 2000 is a fair because you can gain more gold because you can farm longer. You dont have to go back for heal.
2. i like that. After that update there are 60 % less longrange(noobs)players in the game.!!!! But torpedos are still too strong.
3. success!! welcome to the pro league
I dont remember when the last time i got owned by dude ising energy torpedos... In fact is saw best of long range running away from the lane when i bought burst armor item for 1 k ... A cost of energy torpedo upgrade !!! What are you talking about???
(2013-02-07, 03:33:55)UnifiedDoom Wrote: To Perf and Max, the balance of plasma torpedoes isn't related to this topic, I'd like to request to an admin that the off topic posts be removed or placed under a different topic.
(2013-02-06, 11:46:40)dirtyterror Wrote: And the only sensible update still didnt came up: mines working on flying tanks thats the biggest absurd of this game and still throught all of theese years ive been playing this game noone even fought about fixing that up.
Logical contradictions in real life don't apply to video games, and will be forsaken in the sake of balance. If mines didn't hit air demolisher would be way to weak against air (it already has ground only artillery), and the mine items would be far to easily counterable and useless.
So maby give him some other skill? Demolisher is good vs air even with artillery imho... You can clean out screeps in 1 hit from long distance at lvl 2 skill...
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(2013-02-08, 17:35:48)dirtyterror Wrote: I dont remember when the last time i got owned by dude ising energy torpedos... In fact is saw best of long range running away from the lane when i bought burst armor item for 1 k ... A cost of energy torpedo upgrade !!! What are you talking about???
He only needs to buy one Bombarding Rockeds and your burst armor is useless again.
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and the biggest joke is your armor cant stack , even if it can stack , their rockets can farm creep armor cant
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i know (i hope) why repair robots is now so popular.
500 gold is very much! In the first 20 minutes you have to farm 1-2min for this amount of gold. A starterweapon costs 2000+. If im not playing bow i need for this amount 5-6 min. (sidelane) After 3-4 min you can buy (atm) repair robots. You will gain more xp and more gold. + you have the +500 gold of the first 5 min = after 8 minutes you can buy the next starterweapon and after 13 min you got a hull. (kills are not included)
For me this is like a bloodyscreen in modern shootern... The "skill level" drops down because you dont care about beeing hit.
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2013-02-16, 21:43:20
(This post was last modified: 2013-02-16, 21:44:04 by Crag_Hack.)
(2013-02-13, 13:02:10)Perfektionist Wrote: i know (i hope) why repair robots is now so popular.
500 gold is very much! In the first 20 minutes you have to farm 1-2min for this amount of gold. A starterweapon costs 2000+. If im not playing bow i need for this amount 5-6 min. (sidelane) After 3-4 min you can buy (atm) repair robots. You will gain more xp and more gold. + you have the +500 gold of the first 5 min = after 8 minutes you can buy the next starterweapon and after 13 min you got a hull. (kills are not included)
For me this is like a bloodyscreen in modern shootern... The "skill level" drops down because you dont care about beeing hit.
but if u buy repair bots before hull on starting tanks like heli, scout, light tank i will kill u easy because i just get much dmg to kill ya faster then u repair (possible with almost all start tanks, a little bit difficult with scout but easy to change to heli and do so) and if u have raider or demolisher u wont creep right when u buy repair b4 weaps
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(2013-02-16, 21:43:20)Crag_Hack Wrote: but if u buy repair bots before hull on starting tanks like heli, scout, light tank i will kill u easy because i just get much dmg to kill ya faster then u repair (possible with almost all start tanks, a little bit difficult with scout but easy to change to heli and do so) and if u have raider or demolisher u wont creep right when u buy repair b4 weaps
you only need a iron hull (heli+repairkit) and you are a flying fortress at the beginning.^^ Air tanks are really OP with repair robots and the speedability.
Raider and demo dont need a rep. robots in the early game because they got enough hp!? They can buy a weapon first and then rep. robots.
Rep. robots on scout before hull? Seriously?
Lighttank with fireball cannon and rep. robots is really hard to kill! He activate his healing spell and he is full hp again.
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