2008-08-01, 20:20:05
First of all, I would just like to say that anyone who claims to only play with Pros is lying. I am the only player I know of who does not have a real job, organizes a BT clan and plays all day long, and gets paid to do so through endorsements of actual companies. So stop making false claims...
(I hope you detected the faint hint of sarcasm, 'Pros' don't exist... this is a freaking WC3 custom map and it's not even mentioned in a Bass Hunter song - try again)
Secondly, I agree w/ qewqew (or w/e his name is) about the general imba issues of the 8.4* scout and the need for general armor requirements. The scout still needs the bounty issue fixed, the tower imo is still too good for creeping, and bc the gun is 1300 and creep only, it is too good at farming (thought the long cooldown should defintely stay). I would also like to take him up on the offer to test scout strategies, so fido1, sign me up for that game too =). (I don't think 2 basic magics and a hull is the golden ticket).
Thirdly, to address some of the posts about how to easily counter scouts, I'm going to have to disagree. If you are playing a game w/ 3 scouts mid who have 950+ range weapons, it is VERY hard to do anything to them. If you are the demolisher, you maight get lucky and pick some off if you get to level 4-6 before they get a hull (though they will undoubtidly level faster than you bc they do more damage). If you have a shredder or grav tank, in most cases it won't matter because the scouts will creep better than you, and therefore their creeps will be on the advance. It's very hard to assassinate anyone when you have 3 ranged tanks in a swarm of middle lane of creep spawns. IMO, the best you can do is match that strategy until you upgrade to a better tank or an exploder who can deal 5,600 and teleport more than 2800.
(I hope you detected the faint hint of sarcasm, 'Pros' don't exist... this is a freaking WC3 custom map and it's not even mentioned in a Bass Hunter song - try again)
Secondly, I agree w/ qewqew (or w/e his name is) about the general imba issues of the 8.4* scout and the need for general armor requirements. The scout still needs the bounty issue fixed, the tower imo is still too good for creeping, and bc the gun is 1300 and creep only, it is too good at farming (thought the long cooldown should defintely stay). I would also like to take him up on the offer to test scout strategies, so fido1, sign me up for that game too =). (I don't think 2 basic magics and a hull is the golden ticket).
Thirdly, to address some of the posts about how to easily counter scouts, I'm going to have to disagree. If you are playing a game w/ 3 scouts mid who have 950+ range weapons, it is VERY hard to do anything to them. If you are the demolisher, you maight get lucky and pick some off if you get to level 4-6 before they get a hull (though they will undoubtidly level faster than you bc they do more damage). If you have a shredder or grav tank, in most cases it won't matter because the scouts will creep better than you, and therefore their creeps will be on the advance. It's very hard to assassinate anyone when you have 3 ranged tanks in a swarm of middle lane of creep spawns. IMO, the best you can do is match that strategy until you upgrade to a better tank or an exploder who can deal 5,600 and teleport more than 2800.