2009-06-25, 23:21:33
Well Doomhammer - to underline what I mean I give a simple example of that last game - its tricky, but it works very very great:
2 Players at lane play antigrav with glaive and hull. They level the jump and the stun and max the jump maybe to 1400 Range with lvl 7.
--> Both antigrav do little creeping, but stay always close to their CP. Now antigrav 2 jump to antigrav 1.
Even if you retreat immediately antigrav 1 attacks you with jump and hold you. Maybe he would die because of your own creeps, but ... antigrav 2 comes and jumps at you too, using the same stun - with lvl 10 you are even double taken out cause of the ultimate. You play 1on1 usally at the lane with no teleporter --> but the jump helps 2 antigravs to kill everyone light tank even with hull because it gets ganging 2on1.
After that they rush back to cp and antigrav 2 gets back to his lane. When there is another player to close at that lane antigrav 1 also comes there and the guy at the other lane is killed too
So: We tried to attack at once, but the cooldown was so little, that always (even without the help of the mid teammates of the antigrav players) they could defend both CP´s in a range of about 1400 with about 75% Chance of killing, even if I got airship and I was aware of this tactic. All you can do is waiting in a big range of CP --> Thats not Funny :wink:
So even an increased CPTP cooldown would help so both are able to attack the CP and only antigrav 1, who not teleportet, can def the other lane. It is not said, that the 3 mid also cant teleport; their cooldown would be also ready.
I think the antigrav tactic is good, but holding 2 CPs at once with both tanks is too unfair IMO. --> the one who didnt TP (antigrav 1) could get to the other lane (from antigrav 2) with longer CPTP cooldown, because antigrav 1 didnt CPTP.
@Prog: I know that there is a tactic of retreating with low Hitpoints by teleport away and come back before the CP is taken over with another CPTP, but I think thats a really weird tactic
2 Players at lane play antigrav with glaive and hull. They level the jump and the stun and max the jump maybe to 1400 Range with lvl 7.
--> Both antigrav do little creeping, but stay always close to their CP. Now antigrav 2 jump to antigrav 1.
Even if you retreat immediately antigrav 1 attacks you with jump and hold you. Maybe he would die because of your own creeps, but ... antigrav 2 comes and jumps at you too, using the same stun - with lvl 10 you are even double taken out cause of the ultimate. You play 1on1 usally at the lane with no teleporter --> but the jump helps 2 antigravs to kill everyone light tank even with hull because it gets ganging 2on1.
After that they rush back to cp and antigrav 2 gets back to his lane. When there is another player to close at that lane antigrav 1 also comes there and the guy at the other lane is killed too

So: We tried to attack at once, but the cooldown was so little, that always (even without the help of the mid teammates of the antigrav players) they could defend both CP´s in a range of about 1400 with about 75% Chance of killing, even if I got airship and I was aware of this tactic. All you can do is waiting in a big range of CP --> Thats not Funny :wink:
So even an increased CPTP cooldown would help so both are able to attack the CP and only antigrav 1, who not teleportet, can def the other lane. It is not said, that the 3 mid also cant teleport; their cooldown would be also ready.
I think the antigrav tactic is good, but holding 2 CPs at once with both tanks is too unfair IMO. --> the one who didnt TP (antigrav 1) could get to the other lane (from antigrav 2) with longer CPTP cooldown, because antigrav 1 didnt CPTP.
@Prog: I know that there is a tactic of retreating with low Hitpoints by teleport away and come back before the CP is taken over with another CPTP, but I think thats a really weird tactic

Random Player
- noob, nobody, medium, pro - we will see what happens ^^
- noob, nobody, medium, pro - we will see what happens ^^