2008-03-11, 18:33:19
One always has to keep in mind that a demolisher can hardly push as good as a tank/heli with a stronger weapon, something's wrong if you let a demolisher push you back to your base, the wave skill is not imba and can't make up the lack of firepower a demolisher naturally has. Mines are predominantly used in a defensive manner, i.e. the enemy you want to kill has to react to your action (by advancing and triggering the mine), whereas a normal attack (using a skill or advancing to get your weapons in range) does not require the enemy's reaction.
I was not talking about a radar, but about wards, which do not cost as much, but can save your life easily, and you know where the mines are even after the ward's timed life ends, because you can memorize where they are (and we're talking about a couple of mines only, 5-10 at the most, no demo could plant more by the time you have a chance to get a ward), and you can see where the demo goes, by applying the imaginary line. Think about it this way: you spend some gold, let's say 200-300, the price for wards, but the player with the demo in turn does not gain any money from killing you, and loses money because he can creep less efficiently if you keep him at bay. Also: if the demo cannot use his mining ability while you have wards, there's no reason why you couldn't push normally, limiting him to an area around his cp; and he would lose the opportunity to gain the maximum from his mining-skill, because basically every second that the mining skill is not used (between the cooldowns) is wasted, you gain nothing from having the skill ready but not using it. This is due to the fact that the demo has to put a couple of mines together on a single spot if he wants to instantly kill a light tank (assuming full hp, which of course is the player's responsibility, you have to ensure you're at full hp most of the time when facing a demo).
There's no reason to nerf mines, because it would be a boost for heli: the heli already has the ability to fly over trees and other terrain in which no mines can be put, that is advantage enough, triggering mines by ground units only would give the heli a second advantage, and mines would become useless for defending cps, just let a heli or another flying unit conquer it. Decreasing the mines' damage would make it even harder to pile up enough mines to kill somebody, the requirement of at least 100 units of range between two mines is enough. Advancing carefully gives players a good chance of stopping before driving into the second or third mine, and you can get more hp before the demo's mines become strong enough to kill with a single one. Limited life would weaken demo too much, as mines of course are his key skill to get player kills, his artillery shot is nice, but much harder to use (and hence to dodge by enemies) than rocket; and tinkers starting with a weapon instead of a hull just have to deal with the fact that they die if hit once. The ability to kill a tinker with one shot is balanced since artillery is not as easy to use as rocket, which does not kill with one shot.
I was not talking about a radar, but about wards, which do not cost as much, but can save your life easily, and you know where the mines are even after the ward's timed life ends, because you can memorize where they are (and we're talking about a couple of mines only, 5-10 at the most, no demo could plant more by the time you have a chance to get a ward), and you can see where the demo goes, by applying the imaginary line. Think about it this way: you spend some gold, let's say 200-300, the price for wards, but the player with the demo in turn does not gain any money from killing you, and loses money because he can creep less efficiently if you keep him at bay. Also: if the demo cannot use his mining ability while you have wards, there's no reason why you couldn't push normally, limiting him to an area around his cp; and he would lose the opportunity to gain the maximum from his mining-skill, because basically every second that the mining skill is not used (between the cooldowns) is wasted, you gain nothing from having the skill ready but not using it. This is due to the fact that the demo has to put a couple of mines together on a single spot if he wants to instantly kill a light tank (assuming full hp, which of course is the player's responsibility, you have to ensure you're at full hp most of the time when facing a demo).
There's no reason to nerf mines, because it would be a boost for heli: the heli already has the ability to fly over trees and other terrain in which no mines can be put, that is advantage enough, triggering mines by ground units only would give the heli a second advantage, and mines would become useless for defending cps, just let a heli or another flying unit conquer it. Decreasing the mines' damage would make it even harder to pile up enough mines to kill somebody, the requirement of at least 100 units of range between two mines is enough. Advancing carefully gives players a good chance of stopping before driving into the second or third mine, and you can get more hp before the demo's mines become strong enough to kill with a single one. Limited life would weaken demo too much, as mines of course are his key skill to get player kills, his artillery shot is nice, but much harder to use (and hence to dodge by enemies) than rocket; and tinkers starting with a weapon instead of a hull just have to deal with the fact that they die if hit once. The ability to kill a tinker with one shot is balanced since artillery is not as easy to use as rocket, which does not kill with one shot.