2008-06-13, 00:41:50
Indeed, teleporter is also a getaway maneuver.
If there was no teleporter, 1300 range flyers would be WAY too much agile to be countered effectively. Teleporting close is about the only way a dedicated long-range player can be defeated. And to those who thinks such a build is weak have never met a 5xRocket hail sky tank with max speed.
How can we hunt traders effectively if teleport got nerfed in range (assuming there are no air tanks in team)?
All in all, teleporter is fine as it is. The problem posed here is if close-range oriented tanks are too powerful later on.
It think it's more of a mind game than a disbalance. If someone is getting powerful on close range weapons, then buy more HP or close range weapons to counter him off. Or just find ways to not get caugth near them alone. There are quite a few. Played well, it is very possible to gain an unsurmountable advantage with 1k range weapons over 600 range ones. If you shave off 50% of his energy before he can get close, then you most assuredly win (unless he is WAY more powerful than you, money wise).
And TP breakers always work like charms if used well, and that includes close combat tanks.
If there was no teleporter, 1300 range flyers would be WAY too much agile to be countered effectively. Teleporting close is about the only way a dedicated long-range player can be defeated. And to those who thinks such a build is weak have never met a 5xRocket hail sky tank with max speed.
How can we hunt traders effectively if teleport got nerfed in range (assuming there are no air tanks in team)?
All in all, teleporter is fine as it is. The problem posed here is if close-range oriented tanks are too powerful later on.
It think it's more of a mind game than a disbalance. If someone is getting powerful on close range weapons, then buy more HP or close range weapons to counter him off. Or just find ways to not get caugth near them alone. There are quite a few. Played well, it is very possible to gain an unsurmountable advantage with 1k range weapons over 600 range ones. If you shave off 50% of his energy before he can get close, then you most assuredly win (unless he is WAY more powerful than you, money wise).
And TP breakers always work like charms if used well, and that includes close combat tanks.