2013-12-22, 13:30:59
I definitely agree with Prog that underfarmed teammates should NOT get mines/facs/towers. Doing so just creates this snowballing effect where people just fall even farther behind until they become totally irrelevant.
I think my main issue though is that these high utility roles that Prog is talking about are also probably the hardest to play. Let's be realistic here, generally speaking less experienced players are usually going to be the ones that end up "underfarmed" as you put it. If they end up taking these utility tanks they might just wind up even more behind than they started because they won't be able to make the "impact" that you're talking about. In my opinion tanks like gaurd, ghost, and hunter are much harder to play effectively than tanks like airship and heavy. Also while distributor and medivac may have high utility, they require a lot of investment in hulls for hp to avoid being killed instantly, a huge strain on an already low budget and inventory. A tactic like distributor orbital isn't something that is just automatically useful when bought, I'd say it takes a much higher level of execution to make an "impact" with that tactic than say a heavy tank, a level of execution which most inexperienced players wouldn't possess in my opinion. Furthermore these utility tanks severely lack any farming power so they just might just end up getting outfarmed by their teammates and then steamrolled by the enemy lategame tanks. Really when you're underfarmed, you're biggest concern isn't the enemy, but any weapon stacking tank (usually an airship) on your own team.
Honestly I think the biggest issue with this game are the people that first demand upgrades for their own tank and then constantly yell at their teammates to "BUY/SAVE TANKS" while at the same time taking all the creeps and all the kills. It's the most stupid and asinine thing imaginable, but it happens nearly every game. It's not easy to save up for a lategame tank, especially when you're behind and all your teammates are still just taking everything else and leaving you with nothing.
I think my main issue though is that these high utility roles that Prog is talking about are also probably the hardest to play. Let's be realistic here, generally speaking less experienced players are usually going to be the ones that end up "underfarmed" as you put it. If they end up taking these utility tanks they might just wind up even more behind than they started because they won't be able to make the "impact" that you're talking about. In my opinion tanks like gaurd, ghost, and hunter are much harder to play effectively than tanks like airship and heavy. Also while distributor and medivac may have high utility, they require a lot of investment in hulls for hp to avoid being killed instantly, a huge strain on an already low budget and inventory. A tactic like distributor orbital isn't something that is just automatically useful when bought, I'd say it takes a much higher level of execution to make an "impact" with that tactic than say a heavy tank, a level of execution which most inexperienced players wouldn't possess in my opinion. Furthermore these utility tanks severely lack any farming power so they just might just end up getting outfarmed by their teammates and then steamrolled by the enemy lategame tanks. Really when you're underfarmed, you're biggest concern isn't the enemy, but any weapon stacking tank (usually an airship) on your own team.
Honestly I think the biggest issue with this game are the people that first demand upgrades for their own tank and then constantly yell at their teammates to "BUY/SAVE TANKS" while at the same time taking all the creeps and all the kills. It's the most stupid and asinine thing imaginable, but it happens nearly every game. It's not easy to save up for a lategame tank, especially when you're behind and all your teammates are still just taking everything else and leaving you with nothing.