2008-04-06, 22:51:16
You cannot use the fact that one feeder is enough against heavy tank, a feeder serves to make any tank he feeds overpowered.
What do you mean with D? I have seen people use tinkers in late-game, but not as successful as other tanks (sure you can get a gold hull or two which might give you enough hp to survive, and high-dps weapons), it doesn't have attack-skills, it relies on tower building. By the time you can use mines, everybody will have had the chance to go for a better tank. Thus, tinker can hardly be seen as a tank predestined to be used in late-game, it is possible, but not made for it.
The mortar teams are fine as they are, you're screwed without them if a tinker successfully takes over mid, and buying a siege pack is nice, but useless if the tinker has enough money to switch to another tank a couple of minutes later, than you might have wasted 2,5k, which is crucial at that stage of the game. As I said before: have your mates defend the towers, or do it yourself. Mortar teams are fragile, you gotta wait till the enemies' wave of creeps takes some time to arrive, have to watch out for defenders, and long-range weapons put in the towers - plenty of weaknesses; plus they have timed life.
TC would by pretty useless against a battery of towers, just more money for the tinker.
What do you mean with D? I have seen people use tinkers in late-game, but not as successful as other tanks (sure you can get a gold hull or two which might give you enough hp to survive, and high-dps weapons), it doesn't have attack-skills, it relies on tower building. By the time you can use mines, everybody will have had the chance to go for a better tank. Thus, tinker can hardly be seen as a tank predestined to be used in late-game, it is possible, but not made for it.
The mortar teams are fine as they are, you're screwed without them if a tinker successfully takes over mid, and buying a siege pack is nice, but useless if the tinker has enough money to switch to another tank a couple of minutes later, than you might have wasted 2,5k, which is crucial at that stage of the game. As I said before: have your mates defend the towers, or do it yourself. Mortar teams are fragile, you gotta wait till the enemies' wave of creeps takes some time to arrive, have to watch out for defenders, and long-range weapons put in the towers - plenty of weaknesses; plus they have timed life.
TC would by pretty useless against a battery of towers, just more money for the tinker.