2008-12-12, 09:42:30
Hi. just a few points i would like to express in regards to the new editions to btanks.
first of all i expressed interest in a combo pack for troops and siege in an earlier post, thanks for adding it.
but what really grinds my gears is that its been made to easy to win.
siege cool down is longer than troop command, correct? so then why is it that now with the combo pack the cool down is still the same as troop command? ur pumping out more siege than required.
eg. spawns troops and siege at the same time , with the cool down of troop command and with one hit u can take out two towers; have cool down of troop command then spawn more and its gg.
in reality it should be half way between the time of the troop command cool down and siege cooldown(for example troop cool down 30 sec and siege 60 sec, therefore the combo pack cool down should be 45 sec.
Second of all, Im not sure it has been thought through enough but with the creation of the new siegetroop combo, a laser tower has been removed from the Artillery Factory, tell me this, if we are going to create better combos why remove the defence in the base?
In a 5v5 game 2 players start the game, buy a scout, and a troop command each. they proceed to mid where they completely flood it with creeps, 8 min later u have enough for siege. i have played many games where we have finished it in 20 min, without buying weapons just flooding it with creeps. now when it gets to the base its gg in a few min due to the amount of creeps and siege being pumped in, the last thing u want is for the map editor to remove defensive structures as in laser towers.
Third thing, what have you guys done to the factory?!
dropped the armour lvl to 2 instead of 4?! trying to encourage shorter games? and another thing, without the upgrade its 2500 gold armour lvl 2; heals people but doesnt spawn creeps?! just throw another 1000 at it and spawns creeps but doesnt heal? how is that an improvement upon the original factory? then if ur sick of it being a healer u click to change, doesnt pay you back the 1000 gold u spent and you dont have creeps anymore? what happens if u want it to be a healer again? another 1000 gold? i dont think this has been thought through enough.
i have alot of things on my mind about the editing of the battletanks map; eg mine defuser!? an enemy is over his own mine, u capture it and blow it up, so ur using ur enemies mines against them, they spend 3k buying the mines u spend 1/4 of that cost buying the defuser and then gettin the gold for the kill? its going to stop people from wanting to buy mines. AoE heal for Guard? its already imba enough. AI doesnt use its items on afkai eg troop commands, tp, invis, siege..... spawn point is the barracks yet tanks have to destroy the Artillery Factory, the Artillery Factory is a bit weak if thats the case, should spawn from the Artillery Factory, because if u have just respawned u need to get over to the Artillery Factory to try to save. too easy to win.
RECAP; either the third laser tower that was behind the Artillery Factory needs to be replaced to attend to all sides of incoming creeps and sieges, or the whole base should be laser towers and not cannon towers, or spawn should be from the Artillery factory.
thanks for making the combo pack, but the cool down needs to be changed,
factories either need to give u back the 1000 gold that u invested into it when down grading to the basic healer factory. in order to upgrade to creep spawning factory it should require lvl 4 armour, and or the 1000 gold upgrade should be a healer/spawning factory, not one or the other.
Remote Fuse shouldnt change power ownership of the mine to ur tank, but u should be rewarded for defusing mines, as in a percentage of the cost of the mine, as it is at the moment if an enemy tank is over his own mine and u defuse it, the tank dies and u get the kill, it shouldnt be like that; should be "Tank has killed himself" and a percentage of gold is given to u.
Thanks for listening and i hope some more things change for the better.
m0rbid
first of all i expressed interest in a combo pack for troops and siege in an earlier post, thanks for adding it.
but what really grinds my gears is that its been made to easy to win.
siege cool down is longer than troop command, correct? so then why is it that now with the combo pack the cool down is still the same as troop command? ur pumping out more siege than required.
eg. spawns troops and siege at the same time , with the cool down of troop command and with one hit u can take out two towers; have cool down of troop command then spawn more and its gg.
in reality it should be half way between the time of the troop command cool down and siege cooldown(for example troop cool down 30 sec and siege 60 sec, therefore the combo pack cool down should be 45 sec.
Second of all, Im not sure it has been thought through enough but with the creation of the new siegetroop combo, a laser tower has been removed from the Artillery Factory, tell me this, if we are going to create better combos why remove the defence in the base?
In a 5v5 game 2 players start the game, buy a scout, and a troop command each. they proceed to mid where they completely flood it with creeps, 8 min later u have enough for siege. i have played many games where we have finished it in 20 min, without buying weapons just flooding it with creeps. now when it gets to the base its gg in a few min due to the amount of creeps and siege being pumped in, the last thing u want is for the map editor to remove defensive structures as in laser towers.
Third thing, what have you guys done to the factory?!
dropped the armour lvl to 2 instead of 4?! trying to encourage shorter games? and another thing, without the upgrade its 2500 gold armour lvl 2; heals people but doesnt spawn creeps?! just throw another 1000 at it and spawns creeps but doesnt heal? how is that an improvement upon the original factory? then if ur sick of it being a healer u click to change, doesnt pay you back the 1000 gold u spent and you dont have creeps anymore? what happens if u want it to be a healer again? another 1000 gold? i dont think this has been thought through enough.
i have alot of things on my mind about the editing of the battletanks map; eg mine defuser!? an enemy is over his own mine, u capture it and blow it up, so ur using ur enemies mines against them, they spend 3k buying the mines u spend 1/4 of that cost buying the defuser and then gettin the gold for the kill? its going to stop people from wanting to buy mines. AoE heal for Guard? its already imba enough. AI doesnt use its items on afkai eg troop commands, tp, invis, siege..... spawn point is the barracks yet tanks have to destroy the Artillery Factory, the Artillery Factory is a bit weak if thats the case, should spawn from the Artillery Factory, because if u have just respawned u need to get over to the Artillery Factory to try to save. too easy to win.
RECAP; either the third laser tower that was behind the Artillery Factory needs to be replaced to attend to all sides of incoming creeps and sieges, or the whole base should be laser towers and not cannon towers, or spawn should be from the Artillery factory.
thanks for making the combo pack, but the cool down needs to be changed,
factories either need to give u back the 1000 gold that u invested into it when down grading to the basic healer factory. in order to upgrade to creep spawning factory it should require lvl 4 armour, and or the 1000 gold upgrade should be a healer/spawning factory, not one or the other.
Remote Fuse shouldnt change power ownership of the mine to ur tank, but u should be rewarded for defusing mines, as in a percentage of the cost of the mine, as it is at the moment if an enemy tank is over his own mine and u defuse it, the tank dies and u get the kill, it shouldnt be like that; should be "Tank has killed himself" and a percentage of gold is given to u.
Thanks for listening and i hope some more things change for the better.
m0rbid

