(2012-10-16, 11:52:35)EarthR Wrote:(2012-10-16, 10:45:43)BENNIE.FM Wrote:Another solution is to take away from tinker all damage skills (towers), basically make tinker not be able to build towers anywhere in map except the points where you can build beacon,barr, etc. Since it costs 0 it should not have any damaging skills and worst of all it shouldnt be able to create a wall of towers in game which cant be taken out unless you get bigger tanks if both sides are using lr or 2/3 of players use lr(2012-10-16, 10:20:49)EarthR Wrote: tinker should either cost some gold or get its hp reduced so every single lvl 1 ability kills it.
Imo you cant give a tank that costs 0 advantage for 5 min in mid game (till the enemy tanks abilities get lvl 2). the very fact that it costs 0 should indicate that it should die fast. so anyone playing a tank that costs 0 should know that he will instant die from any ability. This is just common logic and something that is fair imo.
i like this argument ,hrmm just the fact this may lead to all those lower skilled tinker players feeeding and causing alot more problems xD
Tinker is a tank now, but i don't support this solutions or bennie's "just remove it" because i think tinker is a decent tactic like any other tactic. however it needs a little balance and i thought a 200 gold cost was the best solution since it wouldn't change anything radically.
btw you can just make it randomable, then esvau can still go tinker + ice cannon
