2008-07-18, 19:21:15
1 of the issues the game has today is the following:
That you have a 1,000 gold tank or a 10,000 gold tank, their basic cannon does the same damage. So, for early game, the cheaper the tank, the more DPS you will get. If you do not die too often, you will farm better then your opponent.
So far, no biggy. But, investing in a demolisher automatically means sacrificing quite a bit of damage to gain more HP meaning slower farming. When we push that to the scout extreme, we get to the point where we have a tank costing 500 and have a CREEP only cannon. That is opening the door all wide for pure farming. Worst, we give that creep only weapon a 1,300 range. So, the low hp easy to kill tank now has a 1,300 range allowing him to survive.
Possible solutions are there: Raise the price of scout QUITE a bit. I'd say having scouts costing 1,200, having more hp and rest of the skills being similar would be to weak. It would lose a lot of synergy and possibilities. 1,000 still allows for the 1,300 range weapons... but you cannot storm mid no more (costing 3,000 total puts you at 0 to tp), puts you further away in getting that first bombard upgraded. Would that be enough? I don't know.
An other possible solution is: in the damage done by a tank, there should be a gold cost of the tank ratio. Nothing big... just something that would make the scout's cannon much weaker then the light tank normal cannon and would give a boost to the demolisher's... This would have to fade out beyond these tanks to prevent having a demontank rush being able to farm too well or a shredder farming too well
That you have a 1,000 gold tank or a 10,000 gold tank, their basic cannon does the same damage. So, for early game, the cheaper the tank, the more DPS you will get. If you do not die too often, you will farm better then your opponent.
So far, no biggy. But, investing in a demolisher automatically means sacrificing quite a bit of damage to gain more HP meaning slower farming. When we push that to the scout extreme, we get to the point where we have a tank costing 500 and have a CREEP only cannon. That is opening the door all wide for pure farming. Worst, we give that creep only weapon a 1,300 range. So, the low hp easy to kill tank now has a 1,300 range allowing him to survive.
Possible solutions are there: Raise the price of scout QUITE a bit. I'd say having scouts costing 1,200, having more hp and rest of the skills being similar would be to weak. It would lose a lot of synergy and possibilities. 1,000 still allows for the 1,300 range weapons... but you cannot storm mid no more (costing 3,000 total puts you at 0 to tp), puts you further away in getting that first bombard upgraded. Would that be enough? I don't know.
An other possible solution is: in the damage done by a tank, there should be a gold cost of the tank ratio. Nothing big... just something that would make the scout's cannon much weaker then the light tank normal cannon and would give a boost to the demolisher's... This would have to fade out beyond these tanks to prevent having a demontank rush being able to farm too well or a shredder farming too well