2007-10-30, 01:42:41
turn into games like
[attachment=2]
because of the somewhat unique combination of a competent defense and a bunch of army whores (At least in the second half, when they had nowhere to go). The imbalance that is the Antigrav's ultimate didn't help matters much either. Some tank worth a tenth of what mine is, capable of shutting down my offense like that while (what should be) the real problem is in the process of respawning? Pleeeaaase.
Or games like [attachment=1] that stay like [attachment=0] because the army whores are kept to a minimum.
Yep, I use aliases sometimes.
http://img254.imageshack.us/img254/9060/...413ph4.jpg
Classic Kenny, probably played 20 games straight with that item/tank build... Then I ran into clones of said item/tank build, sometimes even from my friends who usually don't manage to fare as well... So I moved on and tried other things since people seem to jump to the conclusion that one build is better than the other. The Helicopter/Sky Tank with short lasers would be a prime example of this. I should probably mention I don't play rush games...
http://img141.imageshack.us/img141/8642/...543am1.jpg
A pretty rough start for me (By my standards...) but I persevered, and you know the rest. Leavers.
http://img144.imageshack.us/img144/827/w...738db3.jpg
http://img152.imageshack.us/img152/343/w...144zp9.jpg
Kenny, before Troop Command, against Troop Command...
http://img148.imageshack.us/img148/1539/...835ov5.jpg
Kenny, after Troop Command + Gold Hull, against Troop Command... Yep, three Psycho Magic and the Troop Command was the clincher.
http://img148.imageshack.us/img148/7426/...053ou0.jpg
http://img514.imageshack.us/img514/8416/...129nm5.jpg
And TKF, it's not a matter of staying as a Helicopter with an Iron Hull, it's a matter of staying as a Helicopter with an Iron Hull until either you get weapons or the entire enemy tank lineup is stacked with so much hitpoints/nukes you have no choice but to convert. Just hold out as long as reasonably possible. If you're ahead and doing well, there's little need to sacrifice potential offensive (and gold-making) ability. If you think you'll find yourself getting walled in behind your Control Points or base because of the threat of enemy nukes as they grab new tanks, then maybe it's time to grab a new one yourself.
The sooner you get weapons, the sooner you make gold. The sooner you make gold, the sooner you get weapons. The vicious two-way street that brings me to the top almost every single time. Keep the money in mind, keep the win in mind. If the opponents somehow last when I get 5X Light Plasma Guns/Iron Hull/Helicopter, I usually manage to save up long enough to grab a Frost-Robot or at least a Heavy Tank and go back to my killing ways.
[attachment=2]
because of the somewhat unique combination of a competent defense and a bunch of army whores (At least in the second half, when they had nowhere to go). The imbalance that is the Antigrav's ultimate didn't help matters much either. Some tank worth a tenth of what mine is, capable of shutting down my offense like that while (what should be) the real problem is in the process of respawning? Pleeeaaase.
Or games like [attachment=1] that stay like [attachment=0] because the army whores are kept to a minimum.
Yep, I use aliases sometimes.
http://img254.imageshack.us/img254/9060/...413ph4.jpg
Classic Kenny, probably played 20 games straight with that item/tank build... Then I ran into clones of said item/tank build, sometimes even from my friends who usually don't manage to fare as well... So I moved on and tried other things since people seem to jump to the conclusion that one build is better than the other. The Helicopter/Sky Tank with short lasers would be a prime example of this. I should probably mention I don't play rush games...
http://img141.imageshack.us/img141/8642/...543am1.jpg
A pretty rough start for me (By my standards...) but I persevered, and you know the rest. Leavers.
http://img144.imageshack.us/img144/827/w...738db3.jpg
http://img152.imageshack.us/img152/343/w...144zp9.jpg
Kenny, before Troop Command, against Troop Command...
http://img148.imageshack.us/img148/1539/...835ov5.jpg
Kenny, after Troop Command + Gold Hull, against Troop Command... Yep, three Psycho Magic and the Troop Command was the clincher.
http://img148.imageshack.us/img148/7426/...053ou0.jpg
http://img514.imageshack.us/img514/8416/...129nm5.jpg
And TKF, it's not a matter of staying as a Helicopter with an Iron Hull, it's a matter of staying as a Helicopter with an Iron Hull until either you get weapons or the entire enemy tank lineup is stacked with so much hitpoints/nukes you have no choice but to convert. Just hold out as long as reasonably possible. If you're ahead and doing well, there's little need to sacrifice potential offensive (and gold-making) ability. If you think you'll find yourself getting walled in behind your Control Points or base because of the threat of enemy nukes as they grab new tanks, then maybe it's time to grab a new one yourself.
The sooner you get weapons, the sooner you make gold. The sooner you make gold, the sooner you get weapons. The vicious two-way street that brings me to the top almost every single time. Keep the money in mind, keep the win in mind. If the opponents somehow last when I get 5X Light Plasma Guns/Iron Hull/Helicopter, I usually manage to save up long enough to grab a Frost-Robot or at least a Heavy Tank and go back to my killing ways.