2011-08-05, 14:45:47
(2011-08-04, 01:26:56)UnifiedDoom Wrote: I actually think the main problem with techmech was not the overpoweredness of it's healing but rather its durability. The arguement behind getting techmech was that players would "risk" in order to reap rewards. But 75% percent magic resistance and 500 hp meant that the techmech took as much damage as a demolisher, way to much for early game and so there wasn't any "risk" involved at all. I would just suggest you keep the techmech's heal in tact but reduce it's resistance or hp so that players with techmechs are indeed taking a "risk" and are susceptible to well executed ganks, unlike how it is now.
Yep, I second that.
Tech mech REPAIR is okay, but it's HEAL is not - it regenerates ITSELF way to fast, as well as not dying easily enough compared to its cost.
Though reducing repair is okay as well I guess - ppl shouldn't be able to just "move" through everything when they have a mech.
Getting used to the Sand everywhere. At least it brings us map updates.