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Air net teleports tank..f*cking annoying :)
#9
bangyouredead Wrote:Perhaps the nets should be taken out because of this. I do kind of see it as a bug, and it create sa very big disadvtage for air tanks. Their key component is mobility and speed, being able to move where other ground tanks can't. With this net "bug" it makes it so air tanks are basically ground tanks besides the speed, as if the enemy has a net he will net you the instant you go over a tree or whatever and youre instantly dead. Perhaps a long-range hold/stun that doesn't do damage, but keeps the tank in the air. If you could code it to treat the air tank as ground only that would be even better. It just seems like a few hundred gold for nets that almost guarantee a kill when used on air if it's trying to run where you cant seems too much...Also, maybe increase the cost or lessent he duration of the hold because of this?

I think the nets are fine the way they are. Cheap (relatively) counters are part of the game. A 300 Gold Teleport Breaker renders a 3000 gold Teleport or a player exploder useless for 3 minutes. A Mine Defusing Kit for 2250 Gold counters 2,500-7,500 gold mines. A 600 Gold Net merely forces air tanks to stay on the ground, avoid the enemy using nets, or have him waste them.

Now, if you take out the net, long ranged air snipers will have a ridiculous advantage over short ranged ground tanks, especially in the bottom/top lanes.
Imagine a Demon Tank with Poison Magic being pummeled by an Air Ship with 2-3 Energy Torpedos hugging the trees in the top lane. There isn't any way for the Demon Tank to close in on the Air Ship, as long as the Air Ship stays ~600 yds away the only thing it has to worry about is the Lava Shot and the Tank Cannon. The Air Ship is virtually invulnerable to the Demon Tank, because Demon can't run or teleport onto him, nor can it's weapon reach the Air Ship.
Starcraft II
PandaBearGuy.614
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Re: Air net teleports tank..f*cking annoying :) - by IlPalazzo - 2008-09-06, 18:58:14

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