Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
8.44 sky fortress lvl10 & scout's tower
#3
The tinker's towers have increasing range with module level. i think these towers should too.

Regarding the sky fortress - i don't see how u can argue for disabling all weapons, regardless of damage (4 lasers?). Yes it's a top poacher. Teleport, use ulti, win every time. Other tanks can do this too but at least you stand a chance to get away. The opponent will have what, 3-4 seconds of free shooting you before you can fight back? Sometimes this is more than enough to kill you outright before you too can teleport out if you have a TP item of some kind.

This skill should either be changed so that the target cannot attack or be attacked while being beamed (as with antigrav).... or simply allow the target to shoot while being beamed... i guess because of ground tanks you can't pull them in or they might get stuck? So i'd say just let it shoot then.

I like the beam idea but it's really imbalanced like this IMO.
Reply


Messages In This Thread
Re: 8.44 sky fortress lvl10 & scout's tower - by DOGG1 - 2008-05-15, 19:01:29

Possibly Related Threads…
Thread Author Replies Views Last Post
  Why scout have low hp? AeroniumX 10 9,327 2012-04-07, 20:35:10
Last Post: progg
  8.74 - Creeps and tower damage AeroniumX 2 4,703 2012-02-27, 23:08:37
Last Post: griffin1987
  Sky Fortress + Net griffin1987 36 22,678 2010-04-12, 16:54:08
Last Post: Ger-Dyers-Eve
  Compare Heavy tank Armor to scout defensive system Gammagulp 14 11,112 2009-07-26, 07:31:34
Last Post: GooglyBoogly
  Scout: balancing Exodus 76 48,296 2008-10-26, 22:08:21
Last Post: Tribulation



Users browsing this thread: 1 Guest(s)