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Short Cooldown of CP Teleport
#24
I apologize if this is in the wrong post, but it seems to fit here.

I have 3 seperate ideas that might help get rid cptp teleport being the best style of play.(As I've seen it btanks is about being able to do different strategies and have them all work well).

What if Cptp got more expensive the more the control point is captured. For example, if you teleport after the control point it 50% captured, it costs an extra 50% to teleport,(or even 2x% captured). This would do two things:
1. It would force people to play offensively, because it would be more expensive to teleport.
2. Trying to wait to see if the person will stick around will only cost you more money, and force you to play in that lane, and not just camp and cptp in on them as they capture.
This would make sense too because it would be hard to get reinforcements...not the item...into a base that's being heavily seiged. And as the seige goes on, it would only get harder to bring in tanks.

Another possible solution to the cptp teleport style of play is to up the cost of the teleporter. One of the reason's it's so good is because it only costs 3000, and it usually isn't a setback because that 3000 gets paid for very quickly by saving yourself a few times, or getting 2-3 kills with it. It's hard not to buy a teleporter when you get 3000 if you have any mode of creeping because they aren't going to be able to push fast enough for you to be in serious trouble only being behind 3000 gold. If the price were raised to 5000 gold, or even 6000 gold, it would create a lot more options in strategy, because 5000 with a second tier tank (4000-6500 priced) is a strong weapon that is enough to lose cp's over. 3000 is at most 333 dps, and that's only if they can get close in the 600 range, make sure you die, and get away without you teleporting on them as they retreat.

The other solution to this style of play that I can think of is to increase the cost of cptp as time goes on. If only one person teleports to stop a base from being captured, and they stick around in the other lane, kill the creeps, go back, and teleport back and forth 4 times, you're only going to be 600 gold behind. If they get one kill in there, (which is likely because teleporters are usually in the game by this point) you're back 300 gold. 300 gold really isn't enough to make a difference, unless you can make them be 300 gold behind about 10 times. Which is 40 times trying to capture a single control point. Also, as creep money increases, something that has happened after cptp was started, having to pay for the teleports back and forth becomes easier as time goes on. The cptp costs increase by 75 every 15 minutes, which would make the cptp teleport strategy more about risk, and less about a guaranteed reward.

The real problem right now, is there is no risk in playing a defensive cptp teleport strategy. As the troops get near to you, you can step out and kill them and push them back the other way. And if they get too near, an ally will cptp in and teleport on top of your enemy making for an easy 2v1. Playing a defensive cptp teleport strategy has to be about balancing risk and reward. It needs to be possible for the strategy to be risky (which it isn't at all right now). And it also needs to stay possible that this is a rewarding strategy (because btanks is all about variety, and being able to make many strategies good). I personally favor a combination of the first two ideas posted above. One reason is because the teleporter is an item that is always useful in the game, defensively, offensively, or even just trying to make money without too much danger of getting your ass kicked. The top idea also supports people looking around, planning ahead, and cptping a little ahead of time, instead of with 1-2 seconds left before the capture. This will make the game more active, and once again, more about risk, and less about guaranteed reward. (sorry this is so long. )
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Messages In This Thread
Short Cooldown of CP Teleport - by Gammagulp - 2009-06-25, 00:54:04
Re: Short Cooldown of CP Teleport - by Prog - 2009-06-25, 01:41:18
Re: Short Cooldown of CP Teleport - by Althend - 2009-06-25, 02:09:08
Re: Short Cooldown of CP Teleport - by Exodus - 2009-06-25, 08:43:57
Re: Short Cooldown of CP Teleport - by Frechheit - 2009-06-25, 12:10:27
Re: Short Cooldown of CP Teleport - by horselance - 2009-06-25, 12:56:24
Re: Short Cooldown of CP Teleport - by eSVau - 2009-06-25, 18:22:55
Re: Short Cooldown of CP Teleport - by Prog - 2009-06-25, 20:19:18
Re: Short Cooldown of CP Teleport - by TKF - 2009-06-25, 20:41:16
Re: Short Cooldown of CP Teleport - by horselance - 2009-06-25, 23:02:01
Re: Short Cooldown of CP Teleport - by Gammagulp - 2009-06-25, 23:21:33
Re: Short Cooldown of CP Teleport - by BENNIE.FM - 2009-06-26, 05:51:05
Re: Short Cooldown of CP Teleport - by Exodus - 2009-06-26, 11:24:52
Re: Short Cooldown of CP Teleport - by horselance - 2009-06-26, 12:15:25
Re: Short Cooldown of CP Teleport - by Althend - 2009-06-26, 12:33:20
Re: Short Cooldown of CP Teleport - by Prog - 2009-06-26, 12:41:01
Re: Short Cooldown of CP Teleport - by Althend - 2009-06-26, 12:46:25
Re: Short Cooldown of CP Teleport - by Gammagulp - 2009-06-26, 16:10:18
Re: Short Cooldown of CP Teleport - by TKF - 2009-06-26, 16:34:12
Re: Short Cooldown of CP Teleport - by Dr.McNinja - 2009-06-26, 16:56:38
Re: Short Cooldown of CP Teleport - by Prog - 2009-06-26, 17:21:14
Re: Short Cooldown of CP Teleport - by Zirze - 2009-07-20, 09:52:33
Re: Short Cooldown of CP Teleport - by Gammagulp - 2009-07-20, 16:36:37
Re: Short Cooldown of CP Teleport - by horselance - 2009-11-11, 11:08:37
Re: Short Cooldown of CP Teleport - by IlPalazzo - 2009-11-12, 04:36:16
Re: Short Cooldown of CP Teleport - by ericgrau - 2009-11-20, 16:55:13

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