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My view of weapons (and death magic) (Epic wall of text)
#3
At first, I really appreciate your work. It's quite good well written in general, tho it has some mistakes (well, it's no total mistake, more an adjustment is needed) in my point of view. I'd like to point them out:

You claim:
Quote:In my opinion, long range weapons beat short range, (because it is too difficult to close) which beat medium range (higher DPS, easy enough to close), which beat long range.

But the situation is a bit more complex. It's more a question of speed which range beats which one in general. Long range beat everything as long as you're faster than the others, but they beat nothing if the mid/low range player has a teleporter (which is basically the reason why long range becomes weaker as the game progresses). The more specific part you're missing is the role of the lane. The basic rule, as long as there are no teleporters, is: "The more possible stuns in range x, the better weapons range >x" (The less possible stuns in range x, the better weapons range <x). If you play mid 3v3 against 3 thunder tanks you're basically invulnerable with scout and long range, but you're quite likely to die with scout and electro cannons, which makes a huge impact on your possibility to creep (Becouse of that it's a huge mistake to play thunder against an scout who plays 2xlongrange+hull-> sky tank/demon). It's that principle that makes it quite hard to play early shortrange weapons in mid (but it's no problem to play them on the side lanes, you can see that for example in the strong antigrav builds on the side lanes) and couses that most good players won't play light tank in mid at start (in internal games at least), but rather scout (long range), demolisher (skills with long range, and more hp) or a tank with better speed and maneuverability to overcome the disadvantage (and mostly they'll get an early hull for that issue as well).


Quote:The copter, being an air tank, should take advantage of terrain. When running from a ground tank, a smart player will run over impassable terrain.

While being true most of the time, it's false if there is any scout lvl10+ (or net launcher), as the net is too dangerous. You should keep on terrain where you can land for net issues.

Quote:A quick death magic by one player forces the other team to stop whatever it is doing and buy a hull/better tank. While some players might be able to survive this change, if a player has been buying new weapons to hunt, he will have difficulty farming if the other player hunts him. Death magic may be one of the best uses of 10k gold early in the game. Upgraded, it can 1 shot unhulled copters and scouts, and bring a light tank to almost nothing. Although is has a high cooldown, often only a few shots are needed at long range.

Well, death magic can be usefull, but it is not that crucial. At the time the first one is able to get a death magic noone should be still an unhulled copter or scout, or even a light tank. Everyone has at least ~5k hp at that time. A really early death magic will be punished by teleporters later on.

Quote:On a side note, does anyone use net launchers?
It is really common among the french players from sake, especially coolik, but I don't think it's a good move in general. The only situation where it is actually good is if you're in the defense at your mid cp against 2+ sky tanks, so you kind of scare them from attacking your cp, as someone of them would die for sure.
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Re: My view of weapons (and death magic) (Epic wall of text) - by Prog - 2009-02-20, 14:41:26

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