(2012-10-16, 00:07:52)Althend Wrote: 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!
-penalising? as stibi mentioned tinker has been fixed so it actually is a decent tank when staying range,
-when swapping between tanks why shouldn't there be a catch of 100 gold, when you can pick any tank u want to counter enemy tanks?
-be realistic this tactic isn't really used.
-as i already said why is tinker the only tank where you can pick it and teleport to mid?
I know u guys might dont want too many changes in game, but after the fix of tinker it actually is a tank, so why doesn't it cost anything, it's not like 200 gold will ruin you. I only think it's reasonable if tinker gets a cost of 200 (my opinion ofcause). a tank that can survive any skill level 1 (tier 1 tanks) with 4 abilities that aren't useless at all, is free?