2008-03-11, 15:51:17
You can always get a ward to see the mines, enabling you to avoid them or carefully sweep them, even with light tank. Since a player with demolisher cannot possibly match your firepower, you'll be able to drive him back and establish the line horselance mentioned closer to his cp than to your own cp, which enables you to "camp" there and creep. You will probably not be able to kill him, but he can neither kill you, and his mines are worth much less because all he can do is mine the terrain between the line and the tower. It's your "lane responsibility", you have to keep track of where he plants the mines, i.e. the bridge in the lower right corner: if he keeps going there, it's mined, don't go there or get the means to counter his mines. A hull matches his hp, while your firepower remains superior, and he might not be able to creep that well (unless he's got a multibow, but he's harmless in player v. player situations then). Sure it suxx to repeatedly step on a mine, but it is part of the game, and it's no worse than frequently being blown up by a suicider, and I believe it's easier to counter mines than to counter a good suicider (you can decrease his chances of blowing you up, but you cannot eliminate them, but you can reduce the danger of stepping on a mine to near zero). If you wait before choosing your tank, you can take the first step to counter the enemies' choices: if you see that you're up against, let's say three demos and 2 players with long range, think twice if you really wanna get tinker with etorp, just to give an example. The power mines have is matched by the risk you take when choosing mines.
Edit: I don't think mines should be removed once the demolisher who planted them changes his tank, because it's a legitimate strategy to mine the cp you are guarding to make a future capture harder, and all it takes to counter a heavily mined cp is the ward for 200 (or 300?) gold. Single (or few, and you won't have the time to plant huge minefields in places people seldomely go to, thus most mines will have exploded anyway once the demolisher changes his tank) mines placed around the map are far less powerful (especially if most players already upgraded their hp in one way or another) than towers frequently earning money, e.g. in mid when it's heavily towered.
Edit: I don't think mines should be removed once the demolisher who planted them changes his tank, because it's a legitimate strategy to mine the cp you are guarding to make a future capture harder, and all it takes to counter a heavily mined cp is the ward for 200 (or 300?) gold. Single (or few, and you won't have the time to plant huge minefields in places people seldomely go to, thus most mines will have exploded anyway once the demolisher changes his tank) mines placed around the map are far less powerful (especially if most players already upgraded their hp in one way or another) than towers frequently earning money, e.g. in mid when it's heavily towered.