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Saving for tank is best strat, needs change!!!
#15
Why not make restrictions apply for a certain range of tanks: demonstration

Tier one tanks: armor 0
Tinker - Ligth tank - Heli - grav tank - demolisher - exploder - shredder

Tier two tanks: armor 4, weapon 4 (20 minutes base)
Air Tank - Heavy tank - goblin tank - guard - ghost tank

Tier 3 tanks: armor 11, weapon 11 (55 minutes base)
Demon tank - frost robot

Special cases:
Infernal (armor/weapons 18)
Titan (armor/weapons 20)

That way once you can buy a certain range, you have multiple options, based on your cash. All tanks in the same category as considered "equals" based on the game length (weapons and XP), with differences based on the cost of each (of COURSE the shredder is better than a ligth tank, it cost 3 times as much, but is weak against a tier 2 tank, unless correctly equipped and played).
The dual restrictions means that a crafty team cannot get a 15-20 minutes advantage on chassis unless spending a lot in tech. Usually, if they can, the game is theirs anyway.

Changing chassis IS the base of getting ahead of your opponents, but I have seldom seen games in which a high chassis with no adequate weapons was too powerful for a balanced team. All in all, getting a demon tank early only meant victory IF the team was good overall.
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Messages In This Thread
Re: Saving for tank is best strat, needs change!!! - by RedNova - 2008-04-10, 02:50:12

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