2009-10-12, 22:50:18
The last thread had a questionable start and did not end up well. The purpose of this one is to detail all the starts in 5k hb that have the most potential, feel free to post your starts and if they are good I will put them in the template. Please don't come in saying bullshit about this mode, a lot of us play it and enjoy it.
Tinker
Scout
Electro Cannon and Hull
With the nerfing of tank cannon to 1050 range, this start has become more conventional. Scout lacks the skills or raw power to take down tanks normally, so you want to have long range. Alternatively, you could wait a little bit for swarm rockets if you are going mid. They creep better, but aren't as powerful at killing tanks. Electro cannon is for sides where the Scout can function just as well.
Light Tank
Helicopter
Electro Cannon and Light Hull
This is a very safe start that anyone can use. Helicopter is one of the best tanks and electro cannon has long range and still packs a punch.
The light hull is there to guarantee you don't feed.
Basic Magic and Tornado Summoner
Basic Magic is a balanced, and very good weapon that helps you get an edge on those creeps.
Tornado Summoner is a heavy hitter that take out creeps one at a time, and will leave the enemies shaking in fear when they are hit.
Plasma waves
This is a risky start with the Helicopter, but it provides you the ability to pack a punch with relatively high dps and short range.
However, you might end up feeding if you're not careful with this strategy. If the enemy team is unaware you can take a CP quite quickly at start.
Anti Grav
Short Range
Anti Grav is the premiere short range starter in 5k hb because the numerous kills it nets are worth twice as much gold. You can use either bonfires or ice cannon, I prefer bonfires since they creep better.
The basic strategy is clear away creeps and then try to get the jump on the enemy tanks. Anti Grav's excellent stun and ultimate help him preform these tasks even better. Your primary targets are anyone who has more range then you, but you should still be wary of them. In the hands of a good player, long range can snipe you behind creeps. Good thing you have jump.
Medivac 2.0
Demolisher
Goblin Shredder
Thunder Tank
Bonfire
Lightning tanks huge bulk and the power of short range weapons make this combination work. Shock aura synergizes with short range weapons and will help you creep. Also, the bonfire is the closest weapon you can afford with Thunder Tank's 4000 gold price tag.
Once you get Lightning Strike, you can start going on the offensive. Stun them and get up close for the kill, preferably when they are in the open.
XP update
Lightning tank can tank a lot of damage, and if you buy a xp update, you get quickly at lv4 and you can skill both electro aura and tank cannon to lv2 which gives to better creeping power and if you play well, you quickly get weapons eventually and your creeping strategy pays off. However this is kinda risky if you don't know how to play this well.
Tinker
Scout
Electro Cannon and Hull
With the nerfing of tank cannon to 1050 range, this start has become more conventional. Scout lacks the skills or raw power to take down tanks normally, so you want to have long range. Alternatively, you could wait a little bit for swarm rockets if you are going mid. They creep better, but aren't as powerful at killing tanks. Electro cannon is for sides where the Scout can function just as well.
Light Tank
Helicopter
Electro Cannon and Light Hull
This is a very safe start that anyone can use. Helicopter is one of the best tanks and electro cannon has long range and still packs a punch.
The light hull is there to guarantee you don't feed.
Basic Magic and Tornado Summoner
Basic Magic is a balanced, and very good weapon that helps you get an edge on those creeps.
Tornado Summoner is a heavy hitter that take out creeps one at a time, and will leave the enemies shaking in fear when they are hit.
Plasma waves
This is a risky start with the Helicopter, but it provides you the ability to pack a punch with relatively high dps and short range.
However, you might end up feeding if you're not careful with this strategy. If the enemy team is unaware you can take a CP quite quickly at start.
Anti Grav
Short Range
Anti Grav is the premiere short range starter in 5k hb because the numerous kills it nets are worth twice as much gold. You can use either bonfires or ice cannon, I prefer bonfires since they creep better.
The basic strategy is clear away creeps and then try to get the jump on the enemy tanks. Anti Grav's excellent stun and ultimate help him preform these tasks even better. Your primary targets are anyone who has more range then you, but you should still be wary of them. In the hands of a good player, long range can snipe you behind creeps. Good thing you have jump.
Medivac 2.0
Demolisher
Goblin Shredder
Thunder Tank
Bonfire
Lightning tanks huge bulk and the power of short range weapons make this combination work. Shock aura synergizes with short range weapons and will help you creep. Also, the bonfire is the closest weapon you can afford with Thunder Tank's 4000 gold price tag.
Once you get Lightning Strike, you can start going on the offensive. Stun them and get up close for the kill, preferably when they are in the open.
XP update
Lightning tank can tank a lot of damage, and if you buy a xp update, you get quickly at lv4 and you can skill both electro aura and tank cannon to lv2 which gives to better creeping power and if you play well, you quickly get weapons eventually and your creeping strategy pays off. However this is kinda risky if you don't know how to play this well.
Going long range in mid takes no skill, so stop telling yourselves otherwise.