2008-07-16, 00:14:35
Gammagulp Wrote:Hmmm, got little time, so I only post my sugestions (not all at once shall be changed - just ideas)
1. let scout cost 550 (+equal HP) , stopping some not so funny tactics
2. decrease creepcannon damage by 10% - 15% or lower range by maybe 150 range
3. give double the bounty for the watchtower not half ^^ - that means 20 for lvl 1 tower
I only give an example for the third suggestion. I once battle on a lane with a light tank an we both are a bit heavy damaged. Before retreating to heal I placed a watch tower lvl 2. I killed ALL creeps, except 1 marine of the complete next wave with support of my creeps and a little control of my mouse , that means maybe 80 gold. --> the watchtower often kills 2-3 creeps and lvl 1 gave 10 gold, while a marine gives 12 before the decrease. even lvl 2 watchtower gave not 24 gold, like one big creep, but that tower is with 1000HP capable of killing much creeps and block damage. I thought more than one time fighting against a scout ... "why does this tower give such less money" - and that was in 8.48 :mrgreen: :mrgreen: :mrgreen:
4. Maybe decrease Speed by 5 or 10. Not much but maybe effective
You can see all suggestions of mine are not that big, because i think the scout through the last versions get more and more balanced, but i think there is missing just a little nerf to say it is balanced. - I think 2 or 3 little weaknesses from above or suggestions from other players could help
i think this is a pretty good suggestion. although, i think decreasing the range of the creep gun would be a bad idea cause it would buff for the scout not nerf it (because you'd be able to target the creeps better with it). i'd leave the creep gun as it is. my best suggestion would be to increase the bounty of the watch towers. i think they should give MORE experience and gold than they did in 8.48. probably 2 x's what they did.
i've said this before but:
a scout with double basic magics can upgrade both basic magics, get a small hull, and upgrade the hull before anyone in a light tank can get to a high enough level to be able to do a 1-2-rocket, rocket swarm, punch combo and kill it. if you do that you'll still be able to get a 3 to 3.5k gold weapon about the same time the guy in the light tank can. so you'll actually be nearly impossible to kill while the opponent in the light tank, on the other hand, will be the one who's got to be very careful. plus, the scout seems to outlevel anything it goes against 'cause i'm assuming you get more xp for killing enemy creeps instead of just being around them when they die.
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