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The problem is that you're still vulnerable while jumping. So if they have enough firepower then they can kill u mid jump. The torps require you getting too close. Lastly... the rift could end up protecting them. If you rift and sit by them and one of their team mates tele and snipes you before the rift runs out. So... the reason why you haven't seen it is that it's a poor substitute. It's still better than being telebreakered and the Jump works well if they went all short range (common tactic).
I still prefer the Trade ship over the anti-grav. Outrun slows the enemy so you can position on top of them. You have Shadow-run to catch them & barrier as back up. Of course... I usually just lay mines in all the terrain rather than suicide.
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I agree the exploder item should be disabled when the tank is disabled. However, I don't think that the anti-grav is a good pick for the exploder for all the reasons that were just said. Additionally, the tinker is better b/c it does have a teleport ability which is ideal and it has 200 hp so it can die instantly, which is also ideal. Lastly, the tinker can be putting modules in towers and building towers between suicides. While that doesn't really matter all that much, it's better than nothing. Mine laying is also a good strat. IMO though, you either need to save to switch over to a strong tank or get 3 factories and upgrade your troops really high if its mid, rather than late game.
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Another thing I noticed is the Anti Grav accelerate bypasses tele breaker, so people get the anti grav if they were exploding and the other team got tele breaker...
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well in serious game mostly nobody plays exploder unless he doesnt want to get flamed.
Also, in no exploder mode in pubs its mostly written at start and everybody joined the game because they simply dont have the intention to play exploder.
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if it is not written and chosen I play tinker exploder on purpose.
There is no sin except stupidity - Oscar Wilde
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