(2012-09-29, 00:49:53)UnifiedDoom Wrote: 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).my point was to split the damage of lr weapons and not give the mech user huge advantage with mechs if they can heal.
(2012-09-29, 11:14:43)Prog Wrote: Of course you can still lose creeps to your tower, that is the whole point of playing weapons which peak early game and lose in later game! If that wasn't the case, we could remove long range as well and proceed to have a basic magic snoozefest.see the problem is that if you start scout, bombarding(upped) there isnt any weapon/tank combo that the enemy can buy which will have any advantage over you. Nothing at all. Especially when the first 5 min you are godlike with that build. after the first 5 min at worst you will have 2k gold earned and from this point on you can do anything. even switch tank since you only lose 250 gold from selling scout. Only if you waste the gold on another lr you lose your advantage as the time passes but if you have even a bit of skill the enemy cant do anything to take the upper hand lvl/gold wise as the game proceed even if you manage in the meanwhile to get around lets say 3 kills you will still be behind. the easiest way to play lane is lr and save for tank. You can do that even without getting any hull. while the enemy depending on his start tank might or might not need another weapon/hull just to keep up with creeps and survive