2007-09-22, 02:02:52
Um... NO. If I'm fucking 80-3 or something, my tank should not be worth more just because I play better than the enemy. They are in NO WAY entitled to more gold just because their record sucks compared to mine when they have the same equipment. I'm sick of the few times some stupid 7-26 newbie talks trash thinking he's good just because he can effectively stall me and on occasion kill me under the right circumstances (Right circumstances among other things, being his team has far more leavers and my bounty happens to be far greater). For me the most common scenario would be how I can't claim a motherfucking control point if he keeps respawning/teleporting too fast.
I should NOT have to kill some guy with power roughly equivalent to mine, five times just to match the gold he gets for managing to kill me once. If I kill him five times for every time he kills me once, I'm clearly outplaying him but he gets the same amount of gold WTF? So basically I'm either forced to drag the game out because of this poor system by retreating whenever there's a possibility I could die (all the while their buildings are regenerating, and most if not all of my offensive effort is wasted) or do the stupid thing and park my tank on their control point and wait for the enemy respawns to teleport in and kill me for a 2K+ bounty. Which would of course drag the game out even more, except less favor for me.
So pretty much the scenario is, I have to somehow maintain playing superior to them about 100% of the time for the game to not drag out, and they only have to kill me a few times and suddenly they actually overpower me with heaps of gold they definitely didn't earn. This brings me to what I consider more problems with Battle Tank endgame. Taking into consideration I'm often on the side that "does better" and am not facing more than one Troop Command user, I am often on offense. When tanks are even in power defense is much easier. All the defense needs to do is wear the offense down, taking a heal whenever losing like 20%-40% of HP, and if offense keeps pushing forward, offense dies. It's a very simple method and it would take a huge mistake on the defender's part to lose an exchange.
But then you factor in this EZMODE method of defending control points by having people teleport in right on you when you just killed them, and someone 100% dedicated to defense completely squashes their offense equivalent. Even without teleportation, lay and prey is the defense game which grants a great advantage. They can even LAY DOWN AND DIE, THEN PREY AFTERWARDS because somehow they're entitled to a quicker respawn time for playing miserably (Noticeably lower in tank level) But factor in EZMODE Defense and it would take the mother of all fuckups for them to lose a control point.
When I'm closing in on a Control Point, killing every single enemy tank in the way, they respawn in like 13 seconds for playing bad and if they manage to kill me once somehow I take 25 seconds to respawn, which is very ample time for them to take advantage of any open control points. THAT IS NOT RIGHT, PLAYING DEDICATED DEFENSE SHOULD NOT BE MORE EFFECTIVE THAN DEDICATED OFFENSE FOR THE PURPOSE OF OFFENSE.
I should NOT have to kill some guy with power roughly equivalent to mine, five times just to match the gold he gets for managing to kill me once. If I kill him five times for every time he kills me once, I'm clearly outplaying him but he gets the same amount of gold WTF? So basically I'm either forced to drag the game out because of this poor system by retreating whenever there's a possibility I could die (all the while their buildings are regenerating, and most if not all of my offensive effort is wasted) or do the stupid thing and park my tank on their control point and wait for the enemy respawns to teleport in and kill me for a 2K+ bounty. Which would of course drag the game out even more, except less favor for me.
So pretty much the scenario is, I have to somehow maintain playing superior to them about 100% of the time for the game to not drag out, and they only have to kill me a few times and suddenly they actually overpower me with heaps of gold they definitely didn't earn. This brings me to what I consider more problems with Battle Tank endgame. Taking into consideration I'm often on the side that "does better" and am not facing more than one Troop Command user, I am often on offense. When tanks are even in power defense is much easier. All the defense needs to do is wear the offense down, taking a heal whenever losing like 20%-40% of HP, and if offense keeps pushing forward, offense dies. It's a very simple method and it would take a huge mistake on the defender's part to lose an exchange.
But then you factor in this EZMODE method of defending control points by having people teleport in right on you when you just killed them, and someone 100% dedicated to defense completely squashes their offense equivalent. Even without teleportation, lay and prey is the defense game which grants a great advantage. They can even LAY DOWN AND DIE, THEN PREY AFTERWARDS because somehow they're entitled to a quicker respawn time for playing miserably (Noticeably lower in tank level) But factor in EZMODE Defense and it would take the mother of all fuckups for them to lose a control point.
When I'm closing in on a Control Point, killing every single enemy tank in the way, they respawn in like 13 seconds for playing bad and if they manage to kill me once somehow I take 25 seconds to respawn, which is very ample time for them to take advantage of any open control points. THAT IS NOT RIGHT, PLAYING DEDICATED DEFENSE SHOULD NOT BE MORE EFFECTIVE THAN DEDICATED OFFENSE FOR THE PURPOSE OF OFFENSE.