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Compare between Shortrange and Longrange
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(2012-09-28, 09:09:32)Exodus Wrote: thats still doesnt solve the problem exodus imo. All you gain by this is that you survive more if you stay at your cp and its not like you die that much at cp anyway so it still remains a problem. You stay at your cp you lose creeps and xp to tower lr still has advantage. If you cant find a way to push lr back there will always be a problem.

This I agree with 100%, this is really the main imbalance with long range currently.

(2012-09-28, 11:12:34)EarthR Wrote: My suggestion could be that make mechs not take damage(like the way you want the towers to work) from lr weapons only and from scouts tank cannon

This is really irrelevant if they can't heal each other. A couple of spells and eventually it's too risky to keep them around. While I like the idea of keeping double mech on standby as a "counter to longrange only" (which is how I used it in 8.74 anyway) they'll need some form of healing first. (20-25hp/sec passive healing should be enough).
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RE: Compare between Shortrange and Longrange - by UnifiedDoom - 2012-09-29, 00:49:53

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