2010-02-06, 14:13:42
Concerning the demon. I think it is lame that this tank is over dependant of teleport. Making this tank anti air with banish but obligatory low range because of his ulti is annoying. ^_^
(even the heavy ulti is much more better and does more damage with better range :o )
I dont like the fact this tank is condamned to be a low range tank because of his ulti only... (gob is enough i think :p )
With a few breaker we can easily screw demon/low range/ telep strat and I don't like it!
For the ghost, with equivalent amount of gold, I think that heavy or airship do always much better :p
(concerning the spawn troop on cp. isn't it the only advantage of this tank? spawn troop? I don't think it would be overpowered since all tiers 2 tank have aoe damage that can kill his spawn really fast) The problem is more the viability of this tank against tiers 3. Troop has good impact in the 25 first minutes but after? Really I have not seen any ghost tank since long time ago. I enjoy playing against this tank since it a sort of gold givers with his troop :p
I would really appreciate if one of you show me a nice play of ghost tank in intern. Each time they are kinda lame ^_^
If not making this tank, why not an aura that makes creeps around air? (it would be better than transparent since it would pissed off "ground weapons" :p )
For the guard. The teamplay is too much important and as said before, if we already have that kind of teamplay, it is much better to take another tank. (especially vs hunter) Going so much trouble when a cp is kinda enough is sad ^_^
For each of these tank, some item are almost a requirement in order to use them nicely. Teleport or troop that we can easily counter. Don't you think it is annoying?
You know you love me!
(even the heavy ulti is much more better and does more damage with better range :o )
I dont like the fact this tank is condamned to be a low range tank because of his ulti only... (gob is enough i think :p )
With a few breaker we can easily screw demon/low range/ telep strat and I don't like it!

For the ghost, with equivalent amount of gold, I think that heavy or airship do always much better :p
(concerning the spawn troop on cp. isn't it the only advantage of this tank? spawn troop? I don't think it would be overpowered since all tiers 2 tank have aoe damage that can kill his spawn really fast) The problem is more the viability of this tank against tiers 3. Troop has good impact in the 25 first minutes but after? Really I have not seen any ghost tank since long time ago. I enjoy playing against this tank since it a sort of gold givers with his troop :p
I would really appreciate if one of you show me a nice play of ghost tank in intern. Each time they are kinda lame ^_^
If not making this tank, why not an aura that makes creeps around air? (it would be better than transparent since it would pissed off "ground weapons" :p )
For the guard. The teamplay is too much important and as said before, if we already have that kind of teamplay, it is much better to take another tank. (especially vs hunter) Going so much trouble when a cp is kinda enough is sad ^_^
For each of these tank, some item are almost a requirement in order to use them nicely. Teleport or troop that we can easily counter. Don't you think it is annoying?
You know you love me!
I am so good that I don't even need to type -rc because I never die !