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Double Mech / Ghost Tank / Antigrav / medivac
#15
(2012-02-29, 01:01:29)Althend Wrote: (sorry if my comment seems mean, i don't intend to ^^)[/color]

(np, same with meBig Grin )

It's true you have to play airship differently, I agree with you on that, though airship skills - except for drones - don't have much range, and you pretty much need all skills just to kill the blue ghost creeps.

Also I don't think ghost is slow - just put a speedpack in, and then its the ONLY tank in the game which can pass through trees and obstacles while it can't be net'd. Oh, by the way: just buy nets and your point of keeping range with an airship becomes obsolete.

And even if I don't take this speciality as being imbalanced, the ghost is still able to attack AND defend pretty good, as those creeps do good damage AND take a lot of damage.

So, I've got 2 other suggestions:
1) make the creeps of ghost invul (so they don't take dmg anymore), and as soon as they move out of a certain range of the ghost they die/go down to 1hp and no more invul. Invul might sound a bit extreme but if you think about it: airship drones are invul as wellWink
2) add a shockwave item to the game, like someone proposed before. Like the shockwave of gobo or inf, and with enough damage, to kill those creeps (should probably upgrade with troop level as well so it scales correctly). Should cost somewhere between 800 and 2k (considering that radar costs 1/3 of smoke, i think it's correct to have a creep killing item cost 1/3 of troops, though I don't know which troops to take as measure ... )

How about this then?

Best Regards
Getting used to the Sand everywhere. At least it brings us map updates.
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Messages In This Thread
RE: Double Mech / Ghost Tank / Antigrav / medivac - by griffin1987 - 2012-02-29, 12:25:06

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