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Compare between Shortrange and Longrange
#58
(2012-11-11, 05:48:25)Bob666 Wrote: I was going to state that long range should stay just like this, but then I noticed how long range is good in the beginning, but in the end, most of the players focus on really short range for the dps.

However, in my opinion this is not a direct result of the balancing between the ranges, it's more about the creeps becoming meaningless in the end of the game, making you able to get very close to your enemy, which is almost impossible in the very first minutes of the game. Right now I can't think of a way to fix this, as scaling the troops strength up in late game would slow the game down a lot, and reducing their strength in the beginning would make the start boring. However, I think that the solution of the range problem lies there. Simply making long range even weaker would force even more player into short range in the end game. I don't know... Maybe someone else got an idea there. (And items designed to tackle this problem won't solve it throughout the map)

In my opinion the first 60 minutes are the best of this mod. Because you cant run into and kill everyone. You need a great tactic and teamplay to win.

In lategame everyone got a teleporter and 20k hp and stay 10 meters away from each other, cast there abilithys and wait until there hp dropps under 3k and teleport out. I already mentioned the best exsample for this is if you look at the actions per minutes in the early game (~130-180 apm) and at the endgame. (~90-130 apm)

The creeps are fine i think. In the endgame i need 2-3 shot for killing one creep like i do in early game.

(2012-11-11, 07:24:08)UnifiedDoom Wrote: Actually this is incorrect, based on my personal experience supercell is the #1 most used endgame weapon, particularly on titans.

In the engame the best weapons got 1000+ range. And for me shortrange = 1050- range. One stun and the enemy is in range of your weapons. Or he do a small misstage and you can hit him.

(2012-11-11, 07:24:08)UnifiedDoom Wrote: The trend towards shortrange in the non-titan lategame is simply because of skill synergy. Both infernal robot and sky fortress have multiple skills that greatly favor shortrange play. Depending on the role of Goliath the trend towards shortrange may disappear completely.

I don't think any move should be made to reduce troop's effectiveness in the beginning, any nerf to their hp will only help longrange players, by increasing their ability to push/farm. Troops in the endgame don't make much difference in fights either, in fact they can often serve as a hindrance in multiple ways: feed enemy mass converter, create enemy infernal servants, fuel titan explosive projectiles.

I really think the best solution is just reduce the cost of nets (this has been suggested by several other players earlier), make them more viable in the early game to deal with the oh-so-common longrange helicopter.

But thats only a solution versus air tanks. Scout or lighttank and a uppgraded bombarding rockeds is impossible to get near without hull. (as lighttank, scout, medivac or heli)
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RE: Compare between Shortrange and Longrange - by Perfektionist - 2012-11-11, 14:02:25

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