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Buying an ability instead of wasting an additional slot for
#1
As I suggested some pack ideas before I want to offer an optional different suggestion if that sounds better to the others.

The problem is, to counter mass teleporting of enemy tanks all equiped with the teleporter item (I suppose it gets a 100% Standard item for Bt gamer) and smoke or minelayer needs 2 additional slots.

If you already bought your own teleporter or maybe Speed, hull, and 4 weapons or maybe 3 weapons and 1 smokegenerator( I think smoke it is more a nooby equipment, but thats not the point here) you have no other chance than selling 2 items or laying them unusable on the ground in your base.

You need 1 slot for radar till you have got the more useful ultimatepack
You need 1 slot for teleportbreaker.
(Sometimes i take tp breaker, portal somewhere, plant it and portal back to get my 6th ithemSad )


To stop that extreme slot blocking against minelayer, teleporter and so on tactics I want to suppose the following:

If it is possible in future versions, what about an ability which everyone can buy and except for the Titan lays on the free ability slot which every other tank has (I hope every other tank really has it).

More specific it means for example that you buy for maybe 500 Gold the ability to plant a tp breaker for 300 Gold or use a net for 200 Gold against air.
If you would buy a titan later that ability would be lost, like you sell weak weapons for bigger ones.


(maybe there will be great disagreement, because planting tp breaker ability is hard. But I think that the teleporter gets (or maybe ever was) too strong. --> hunting enemies (which must play extreme defensive then without Teleporter, retreating, conquering CP´s fast, defending own Cps. easy even if you are 3500 Range away and so on )
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#2
Another idea...

What about making a separete building for each plaer fpr TeleportBraker,
which can be booked (Ctrl+1).

And you could place a Net item as well.



Maybe this building cound contain information which has got a Pilot.
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#3
I don't get it, you want to use items from a building? o_0

By the way - why are there so high armor (and wep!) reqs for multi packs? It doesn't make sense, wait for auto upg or spend a lot of cash just to combine repair and speed and save 1 slot?
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#4
This is really important, because more slots means more different tactics with siege pack, Hull, Hyperspace breaker , 1,2 or 3 weapons and so on.

Because earlier or later you maybe have to use TP Breaker you always need 1 Slot free and thats bad if you already got a full inventory with big 6000+ Gold Stuff.

(But I think even before this could be implemented it is more important to the mappers to balance other imbalances than that)
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#5
I really like the original idea i heard, except that the ability should be transferred to the next tank you buy. It's a pain buying weak little items to counter.
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#6
Yes, I think its ok to take the ability to new tanks if this is scriptable, maybe with a boolean - if player X has extra ability true, when buying a new tank or somehow.

The problem would be, that the titan looses the ability, because he already got a full Skill menu. (I think so - dont know 100%)
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#7
It's not full, just the cannon is exchanged.
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#8
So I think saving one slot for a specific consumables item, which then not blocks a slot would be a cool and strategic addon. Hope the others like it too. But I would vote for keeping that special ability for the rest of the game, so if it would be allowed to use a 200 Gold cost per use - netlauncher ability, you can not change back to teleport breaker setting ability, if the enemy buys a ground tank. (so this not gets an imbalanced anti all ability against air with net, teleporter with TP breaker or maybe buildings with mortars, well mortars would be to strong I suppose ^^)
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#9
Gammagulp Wrote:...you have no other chance than selling 2 items or laying them unusable on the ground in your base.

You can put also place weapons in towers (even AI controlled ones, although you cannot get them back unless the tower is destroyed), which will fire as normal - tinkers do it all the time.
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