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Ground V Air in lane
#1
I do not understand the balance of Star Shooter. In a side lane with ground vs air, it seems that it is a huge advantage for the air to get star shooter in (ground) mode. Grenade launcher in (air) mode does not counter, because it farms poorly with so few flying creeps. Grenade Launcher also requires 150 gold (75+75) to teleport to buy, whereas Star Shooter is easy to buy.

I have lost lane multiple times because of air opponent with Star Shooter (ground) and my ground tank. I have also won lanes many times with a flying tank and a couple Star Shooters (ground only) versus some poor ground tank.

Please explain to me what is the proper counter, because right now to me it seems too powerful. Or maybe lanes are just designed to be easy win for flying tanks?

Cheers,
roargasm
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#2
There is no hard-counter to star shooter, the only slight disadvantages are the range and inventory slots (they are so cheap that you'll get 2-3 really fast and you can't upgrade them). Nevertheless there should be no problem playing a ground tank with basic magics against star shooter (except if you play scout probably).

Grenade launcher on the other hand is way more situational and is not suited for side lanes, but rather for mid play in my opinion (to snipe air tanks when playing an air tank yourself). The obvious exception is an antigrav vs air tank situation on side lanes in which jump + grenade launcher (+ troops) can be quite effective.
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#3
Well, the grenade launcher itself is bad for creeping in air mode, I see your argument that star shooter also excels on creeping as well as battling ground tanks. I also agree on that part. Then again grenade launcher is much less distracted by creeps if you chase an enemy air tank and is more effective among creeps and increases your hits on enemy air tank.

Both weapons has a 25% damage bonus modifier when in ground/air mode.
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