(2012-05-07, 12:20:43)LIoOoOoIL Wrote: to the heli with basics, well i would say to get a basic + instant upgrading it + a tech mech isnt that bad (i dislike the plasma anyway, cause of the "slow" animation/flying speed)
You probably did not watch the replay, but we are speaking of a non-random start. So if you want to go basic + instantly upgrading it you cannot get a mech and use cptp at the same time. UnifiedDoom portet with cptp, then portet back in minute 3 to get double mech. If you start random heli, then it is fine because you don't need any additional cptps and waste time without creeping.
@EarthR: I really disagree. At lane you win all advantage over time if you play against lr in my opinion. Long range becomes weaker and weaker, and when you get an Air Ship or Ghost Tank you just do not care about those bombardings any more, if the lr player wasn't fed.
Also Burst + Hull was just in case you need it (see the "maybe" before the "burst"), I'd go with hull only. Burst only is possible, but I think it is more of a gamble. Every good player desyncs the weapons and you can get unlucky deaths just by being randomly targeted a lot. Hull only is the less economic, but safer option. Hull+Burst is the least economic but safest option. I think you just need to get into the mid game close to even ground and you won the lane more or less. It might not be a fun way to play, but this topic is about a supposedly imbalance, not about the fun aspect of playing against long range. (Edit: Burst only is also kinda bad against heli switches from the lr player.)