2007-08-28, 08:25:12
General Comparison
Tinker is free. 1,250 if you want to factor in a hull, but with a towering lineup of abilites (oh yes, much pun intended) it isn't necessary unless you want to take an also-viable combat build. Or there's a good enemy Demolisher. Though you could just stay well out of range and sneak a couple weapons in the towers for use as you go.
While the Antigrav will slightly edge out the (non-upgraded iron hull) Tinker in hitpoints, it also costs more. Much more if the Tinker passes on the hull in favor of killing power. Killing power that exponentially increases as the game goes on. And well, the Antigrav doesn't get an immediate option to increase hit points by 500 (with gold naturally) as necessary...
There is also a versatility advantage with the Tinker. If your Tinker is severely mismatched against your opponents, no big deal. The Tinker was free, even if you bought a hull that will still carry 100% over to your next choice, but you lose 50% of the Antigrav's price for switching. And since the Tinker is very capable of duking it out until it can afford a Sky Tank or whatever, well 750+ gold isn't anything to sneeze at.
Blink? More like FAIL
The following is a direct comparison of the Tinker's Blink and the Antigrav's "Blink".
1. Tinker's Blink is instantaneous in terms of effect, which allows for more precision with time and positioning. Which simplified, means more effective ambushes and retreats. Antigrav's version is very slow by comparison. Sure, the lack of speed could prove to be an asset, just that it's very unlikely to impossible outside of creep farming and potentially sweeping up everything in between your blink point.
2. Aside from mines, and/or whatever ultimate you gave the Tinker, the Tinker has no other combat abilities to consider. Yes there's the tower and modules if applicable, but once they are implemented they may as well be considered passive. This means the Tinker will be far more likely to have all the mana he needs for combat purposes, while if the Antigrav picked up more than two mana-using skills it will only be capable of using those two outside of battery application.
3. Perhaps greatest of all, Tinker's version of the ability to BLINK-DODGE. For those who may or may not be unaware, once enemy projectiles, whether from weapons or tank abilities, are homing in on your tank... A quick Q + Click means anything already in the air will not hit you unless it's a specific area of effect like Flamestrike, Blizzard, etc. This means you may potent abilities can be nullified with an ability from a free tank.
As for the rest of their abilities...
Antigrav's abilities can for the most part be replicated with another tank. Outside of a combo such as hovering in and landing a damaging nuke or something. Though at times you might just prefer landing a double-nuke instead...
The Basic Tank/Helicopter/Demolisher have similiar AoE abilities, just the Antigrav has one that isn't an ultimate and also stuns in an area in addition to damage (though roughly halved). As for the towers, no other tank has anything similiar (outside of BUYING lost towers, but eh...) or as effective as this free tank ability.
As for the Antigrav's Ultimate, sure it could save you every now and then in conjunction with the Antigrav's version of Blink or allow for greater positioning for you and/or your team. But going by the tooltip it doesn't appear to do any damage which makes it a bit underwhelming... Though admittedly by the time the Tinker gets Mines or whatever it probably isn't so hot either. (Subject to experience with 8.24)
Sheesh, the whole giant post thing is something I'm not used to... Yes, the Antigrav itself isn't a particularly impressive vehicle, but the Tinker is free and infinitely greater than most starting vehicles. That's my opinion on the Tinker, some other people want to chip in two cents?
Tinker is free. 1,250 if you want to factor in a hull, but with a towering lineup of abilites (oh yes, much pun intended) it isn't necessary unless you want to take an also-viable combat build. Or there's a good enemy Demolisher. Though you could just stay well out of range and sneak a couple weapons in the towers for use as you go.
While the Antigrav will slightly edge out the (non-upgraded iron hull) Tinker in hitpoints, it also costs more. Much more if the Tinker passes on the hull in favor of killing power. Killing power that exponentially increases as the game goes on. And well, the Antigrav doesn't get an immediate option to increase hit points by 500 (with gold naturally) as necessary...
There is also a versatility advantage with the Tinker. If your Tinker is severely mismatched against your opponents, no big deal. The Tinker was free, even if you bought a hull that will still carry 100% over to your next choice, but you lose 50% of the Antigrav's price for switching. And since the Tinker is very capable of duking it out until it can afford a Sky Tank or whatever, well 750+ gold isn't anything to sneeze at.
Blink? More like FAIL
The following is a direct comparison of the Tinker's Blink and the Antigrav's "Blink".
1. Tinker's Blink is instantaneous in terms of effect, which allows for more precision with time and positioning. Which simplified, means more effective ambushes and retreats. Antigrav's version is very slow by comparison. Sure, the lack of speed could prove to be an asset, just that it's very unlikely to impossible outside of creep farming and potentially sweeping up everything in between your blink point.
2. Aside from mines, and/or whatever ultimate you gave the Tinker, the Tinker has no other combat abilities to consider. Yes there's the tower and modules if applicable, but once they are implemented they may as well be considered passive. This means the Tinker will be far more likely to have all the mana he needs for combat purposes, while if the Antigrav picked up more than two mana-using skills it will only be capable of using those two outside of battery application.
3. Perhaps greatest of all, Tinker's version of the ability to BLINK-DODGE. For those who may or may not be unaware, once enemy projectiles, whether from weapons or tank abilities, are homing in on your tank... A quick Q + Click means anything already in the air will not hit you unless it's a specific area of effect like Flamestrike, Blizzard, etc. This means you may potent abilities can be nullified with an ability from a free tank.
As for the rest of their abilities...
Antigrav's abilities can for the most part be replicated with another tank. Outside of a combo such as hovering in and landing a damaging nuke or something. Though at times you might just prefer landing a double-nuke instead...
The Basic Tank/Helicopter/Demolisher have similiar AoE abilities, just the Antigrav has one that isn't an ultimate and also stuns in an area in addition to damage (though roughly halved). As for the towers, no other tank has anything similiar (outside of BUYING lost towers, but eh...) or as effective as this free tank ability.
As for the Antigrav's Ultimate, sure it could save you every now and then in conjunction with the Antigrav's version of Blink or allow for greater positioning for you and/or your team. But going by the tooltip it doesn't appear to do any damage which makes it a bit underwhelming... Though admittedly by the time the Tinker gets Mines or whatever it probably isn't so hot either. (Subject to experience with 8.24)
Sheesh, the whole giant post thing is something I'm not used to... Yes, the Antigrav itself isn't a particularly impressive vehicle, but the Tinker is free and infinitely greater than most starting vehicles. That's my opinion on the Tinker, some other people want to chip in two cents?