2009-07-03, 02:36:16
@Lezowski
I believe it was said somewhere that every destroyed factory gives the enemy gold equivalent to every creep from that factory being killed. Or something like that.
And its not simply about a 'fed' player. Sure some situations you can realy outsmart them but i dont find this to be the most common situation. I see it this way: either they outpower you far too much gaining more kills, or they make mistakes that you can take advantage of. And when im playing normally, i rarely verse ultra-fed enemies. Its the problem of me and my friends becoming fed too fast, not the enemies.
Anyway, this is how i see it technically:
1. The chance of getting a kill increases when you get an item faster than the enemy.
2. Due to this advantage (1-5 kills) you may possibly get a few easy kills from your new item - up to when the enemy gets their new item (then its kinda balanced at this point)
3. Getting a kill in this period of time further reduces the 'delay to next item'
4. By 5 min or 10 min mark, you have items much earlier than the enemy and your chances of getting a kill are really high
5. If you continue to get kills, your chance will just keep rising++
The chance to get a kill is a general view of your tank value compared to the 'average tank value' of the enemy. The chance to get a kill is highest right after a player gets his new item and steadily decreases (as enemies get their items). Your 4th item could be the enemies 2nd item.
If you are lucky or unstopped, you will eventually gain such a massive 'delay bonus' of buying items/tanks that the enemy cannot take you unless they have 3 or more tanks attacking you at the same time. In pub games, this rarely happens. What happens instead is, they plan to go in together but the first tank gets destroyed before the next tank enters range, so it becomes several 1v1's in a row, with the fed player getting the kills. The benefit of ultra-fed players is they may choose to save for longer, giving you a larger window of opportunity for attack/captures.
I say all this from versing good and bad players many times including against teams of my own friends who are familiar with my style and tactics.
About bomb: its there for a purpose at the cost of 3250. You decide what purpose it will be for, whether your purpose is worth it or not. Just leave it if its too hard to use. Look at strength pack; in all the games ive played since the item was made, ive seen it about three times. And all three times, they were just testing it out. But the item is there as an option. Dont know about you but i like options.
I believe it was said somewhere that every destroyed factory gives the enemy gold equivalent to every creep from that factory being killed. Or something like that.
And its not simply about a 'fed' player. Sure some situations you can realy outsmart them but i dont find this to be the most common situation. I see it this way: either they outpower you far too much gaining more kills, or they make mistakes that you can take advantage of. And when im playing normally, i rarely verse ultra-fed enemies. Its the problem of me and my friends becoming fed too fast, not the enemies.
Anyway, this is how i see it technically:
1. The chance of getting a kill increases when you get an item faster than the enemy.
2. Due to this advantage (1-5 kills) you may possibly get a few easy kills from your new item - up to when the enemy gets their new item (then its kinda balanced at this point)
3. Getting a kill in this period of time further reduces the 'delay to next item'
4. By 5 min or 10 min mark, you have items much earlier than the enemy and your chances of getting a kill are really high
5. If you continue to get kills, your chance will just keep rising++
The chance to get a kill is a general view of your tank value compared to the 'average tank value' of the enemy. The chance to get a kill is highest right after a player gets his new item and steadily decreases (as enemies get their items). Your 4th item could be the enemies 2nd item.
If you are lucky or unstopped, you will eventually gain such a massive 'delay bonus' of buying items/tanks that the enemy cannot take you unless they have 3 or more tanks attacking you at the same time. In pub games, this rarely happens. What happens instead is, they plan to go in together but the first tank gets destroyed before the next tank enters range, so it becomes several 1v1's in a row, with the fed player getting the kills. The benefit of ultra-fed players is they may choose to save for longer, giving you a larger window of opportunity for attack/captures.
I say all this from versing good and bad players many times including against teams of my own friends who are familiar with my style and tactics.
About bomb: its there for a purpose at the cost of 3250. You decide what purpose it will be for, whether your purpose is worth it or not. Just leave it if its too hard to use. Look at strength pack; in all the games ive played since the item was made, ive seen it about three times. And all three times, they were just testing it out. But the item is there as an option. Dont know about you but i like options.
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