2010-02-06, 17:59:10
Hi there,
I think since the new version of the Heavy Tank his ulti has become really imbalanced. On one hand it's very hard to handly for newbie players, which just makes it extremely newbie unfriendly (I'm okay with having newbies using their skills tactical bad, like shooting a rocket at a tank with full hp), because of it's new straight line nature instead of the old aoe style version. On the other hand, it can do way more damage than is on the tooltip, because it does the damage, 800 for example, for EVERY hit on the enemy tank, and if the enemy tank is fleeing it can hit up to 3 or 4 times, and even without moving, it can hit at least 2 times.
Because of that with some hull it's almost always better than a frost robot, because you have a stun with way more range, the mortar teams which you can use to deflect some damage when being hunted, and the extremely strong hail of bombs - just picture 3 heavy trying to conquer vs 3 frost robots (doesnt happen often, but i think it's a good example) - if the 3 heavies all cast their hail of bombs and rockets, the frost robots are certainly dead. On the other hand, if a frost robot casts his ice rain, one heavy can just rocket stun him to stop the cast - on the other hand, if you stun a tank which is casting hail of bombs, it doesnt do anything (seen ppl trying to stop me with stun plenty of times, and they almost always die because of that advantage).
My suggestion would be making the hail of bombs so they always only hit an enemy tank once at most. To balance that a bit and take the tank back to being tank instead of Command and Conquer like rocket launcher, I'd make the armour skill being useful against tank weapons as well (I always thought it is, but just recently it came to me, that tank weapons are spell damage and as such armour which reduces physical damage does not affect them). This would be really cool, as it would make the choice between weapons more important, because reducing a weapon with fast fire rate but small damage will be way more effective, dann reducing the damage of a photon torpedo for example - which would make sense, as in reality you won't use a machine gun or some kind of "laser" against a tank, but rather some slow firing rocket launcher.
Thx & Best Regards
I think since the new version of the Heavy Tank his ulti has become really imbalanced. On one hand it's very hard to handly for newbie players, which just makes it extremely newbie unfriendly (I'm okay with having newbies using their skills tactical bad, like shooting a rocket at a tank with full hp), because of it's new straight line nature instead of the old aoe style version. On the other hand, it can do way more damage than is on the tooltip, because it does the damage, 800 for example, for EVERY hit on the enemy tank, and if the enemy tank is fleeing it can hit up to 3 or 4 times, and even without moving, it can hit at least 2 times.
Because of that with some hull it's almost always better than a frost robot, because you have a stun with way more range, the mortar teams which you can use to deflect some damage when being hunted, and the extremely strong hail of bombs - just picture 3 heavy trying to conquer vs 3 frost robots (doesnt happen often, but i think it's a good example) - if the 3 heavies all cast their hail of bombs and rockets, the frost robots are certainly dead. On the other hand, if a frost robot casts his ice rain, one heavy can just rocket stun him to stop the cast - on the other hand, if you stun a tank which is casting hail of bombs, it doesnt do anything (seen ppl trying to stop me with stun plenty of times, and they almost always die because of that advantage).
My suggestion would be making the hail of bombs so they always only hit an enemy tank once at most. To balance that a bit and take the tank back to being tank instead of Command and Conquer like rocket launcher, I'd make the armour skill being useful against tank weapons as well (I always thought it is, but just recently it came to me, that tank weapons are spell damage and as such armour which reduces physical damage does not affect them). This would be really cool, as it would make the choice between weapons more important, because reducing a weapon with fast fire rate but small damage will be way more effective, dann reducing the damage of a photon torpedo for example - which would make sense, as in reality you won't use a machine gun or some kind of "laser" against a tank, but rather some slow firing rocket launcher.
Thx & Best Regards
Getting used to the Sand everywhere. At least it brings us map updates.