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Tinkers, too effective in mid lane creeping?
#1
A trend has started to emerge from pretty much every game I play in mid with a tinker that also goes mid on my team. They end up getting the vast majority of last hits on creeps, thereby hoarding the gold. Consistently every time this happens both non-tinker in mid are starved for cash and fall way behind every other player, usually feeding. The tinker makes a run, gets an early sky tank and some good weapons, but he can't be everywhere and the weaker teammates can't hold the stronger opponents back.

As an example, one game after noticing I wasn't making enough to get, well, any weapons or hull I purposefully made pushes when my tinker was expanding to ensure his towers finished building. I decided to just support him all game and win that way. His response? He tried to vote kick me as I was 1-3 pushing back superior opponents and occasionally getting ganged. His vote kicks failed several times and I said "fine watch, I'll go sit at the control point and your towers will all die within 5 minutes." Sure enough, the enemy started pushing and took them out one by one. Someone mentioned how funny it would be if we kicked him instead, I started it, and he was unanimously removed from the game. Game ruined because us other 2 mid lane players were too weak, but boy everyone in the game enjoyed kicking him and we had a good laugh.

Honestly I'm not even sure of a way to solve the problem without completely removing the tinker, but it is a recurring situation that tends to be detrimental to the entire team. The only way I can think of to avoid this situation is to purposefully NOT let my own tinker get 5 towers set up in mid with weapons by retreating when he tries to build near the weapon shop. I don't like to play against the spirit of the game, however.

Any ideas?
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Messages In This Thread
Tinkers, too effective in mid lane creeping? - by Keiser - 2010-05-18, 08:09:36

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