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Feeders do much more harm
24.14%
7 24.14%
Single players can become overpowering in a short amount of time
24.14%
7 24.14%
Sieging is harder
17.24%
5 17.24%
'End game' is reached too fast
17.24%
5 17.24%
Creeps are relatively weak
17.24%
5 17.24%
Total 29 vote(s) 100%
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Major problems in HIGH BOUNTY modes
#11
Gammagulp Wrote::D

I think your suggestions is quiet funnySmile Do you tried to fight in normal mode creeps were some noob enemy did 2 armor upgrades ? Its really difficult to creeps as in normal "normal".
Try to host a 3k lvl 10 start normal game and use only 1 level1 ability (not all 10 skill points). I tell you it will be insane hard to kill creeps before your Tower or your teams creeps do it :mrgreen:

Maybe a starting tank without using active abilities would underly 2 zepellin creeps at that moment - really hard :mrgreen:

(another option could be to increase the upgrades to 4 every 5minutes and 60maximum. But the starting creeps would have been only 20% or 30% stronger. But this way you would imbalance the spawning factories and the troop command as they are now to weakSmile)

This would be true for 3k HB games, but since almost all HB games hosted are 5k most players will have enough firepower to keep up with the improved creeps. 5k is a good mode as it allows for a wide array of options, but it does give tanks an unfair advantage over creeps. I do agree that starting creeps probably shouldn't be twice as strong in order to scale with 5k mode, unless there is a 6k mode, but upgrades would have to work twice as much instead of there being twice as many. More upgrades would make the last 3 tanks easier to get and upgrading would be much harder.
Going long range in mid takes no skill, so stop telling yourselves otherwise.
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Messages In This Thread
Re: Major problems in HIGH BOUNTY modes - by Prog - 2009-06-26, 16:29:38
Re: Major problems in HIGH BOUNTY modes - by Prog - 2009-06-26, 17:32:14
Re: Major problems in HIGH BOUNTY modes - by Lezowski - 2009-07-01, 22:07:03

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