2012-10-16, 00:07:52
The advantage of long range at begining is a penality at mid game. People try to balance long range when it does autobalance itself.
Making tinker worthing gold
= penalising people swaping tank
= penalising the tiers 1 swap tank strategy (swap between tinker-antigrav-medivac-scout as a support, depending the situation) (yeah ok I am the only one who did it ^__^ )
= no more classic tinker + ice
= making tinker walk to mid/lane at start...
For what gain?
- having the feeling that it would be more fair? (pricely)
- the illusion that all tank (face to face) are at same level (It will never be as long as teamplay is involved)
The tinker has already been penalized by not being able to put weapon in tower.
So point are somehow more important like... More tiers 3/4 tanks!
Making tinker worthing gold
= penalising people swaping tank
= penalising the tiers 1 swap tank strategy (swap between tinker-antigrav-medivac-scout as a support, depending the situation) (yeah ok I am the only one who did it ^__^ )
= no more classic tinker + ice
= making tinker walk to mid/lane at start...
For what gain?
- having the feeling that it would be more fair? (pricely)
- the illusion that all tank (face to face) are at same level (It will never be as long as teamplay is involved)
The tinker has already been penalized by not being able to put weapon in tower.
So point are somehow more important like... More tiers 3/4 tanks!

I am so good that I don't even need to type -rc because I never die !