2010-05-18, 11:16:45
VuDu Wrote:I don't think so ..just buy mortar teams and you'll see how easy can a tinker be destroyed ,, or even better -heavy tank
He's talking about tinkers on his own team thou :wink:
@op: This is exactly what I've been thinking.
I dont mind tinkers on the other team since they usually just wait too long to switch to a tank a fall behind. Having a tinker or two on your team makes it impossible to farm at any decent rate in the middle if you dont do as you say and let their tower die. Usually you are left as the only real target and if you're in real luck the other team is stacking up on mines and long range which makes for some really frustrating creeping. Having to wait for the force money until you have enough for an early tank isn't all that fun and you will fall behind for the rest of the game.
The only solution I've come up with is going long range myself and trying to pick/train of the creeps before they get to the towers but that only leads to the tinker usually leaving because he doesnt get enough money. EIther that or he's the one falling behind enough to make him useless. Obviously there's the odd game where the tinker doesnt do his job correctly and you can farm or you were lucky and went for air tank giving you a bit easier creeping, but its still quite a problem.
Anyone else, how do you deal with it?
SC2: Equiem (Charcode 990), whisper me if you wish to practise some 1vs1 or grab some achievements
Repeat while playing: "There is no such thing as luck in Btanks" - Now watch yourself improve tenfold
Repeat while playing: "There is no such thing as luck in Btanks" - Now watch yourself improve tenfold