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  #1  
Old 22.07.2009, 21:27
Default Needed Watchlist: Mortar Tower/Termite Hill

This is the unofficial discussion thread for the Mortar Tower and Termite Hill cards. Please do only post your feedback on this specific cards in this thread, please do not post anything about other cards here. All posts post should be related to these cards. Especially the range of these cards should be discussed!

I think with recent release of new pvp cliffmaps the effectiveness of 50m range longe siege buildings has been too much impact on the current metagame, the advantage of these cards on this cliffmaps lead to recent abuses. Feel free to discuss.
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Last edited by Morthai; 23.07.2009 at 00:09.
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  #2  
Old 22.07.2009, 22:55
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Mortar Tower Watchlist: absolute AGREE!

Termite Hill: I think Termite Hill is fine, it can be countered very easy since it is T2 - Mortar Tower is T1 and can'tbe countered that easy, has the same range and costs NOTHING to fire - that is what makes Mortar Tower absolutely OP but Termite Hill not.
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  #3  
Old 22.07.2009, 22:59
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Quote:
Originally Posted by Kaldra View Post
Termite Hill: I think Termite Hill is fine, it can be countered very easy since it is T2 - Mortar Tower is T1 and can'tbe countered that easy, has the same range and costs NOTHING to fire - that is what makes Mortar Tower absolutely OP but Termite Hill not.

...aslong as you play fire... none else can counter it
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  #4  
Old 22.07.2009, 23:00
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Quote:
Originally Posted by Kaldra View Post
Mortar Tower Watchlist: absolute AGREE!

Termite Hill: I think Termite Hill is fine, it can be countered very easy since it is T2 - Mortar Tower is T1 and can'tbe countered that easy, has the same range and costs NOTHING to fire - that is what makes Mortar Tower absolutely OP but Termite Hill not.
Nah the damage output of the termite hill is just insane. Especeally because it has only 1 fire orb and the other is free, so you can mix it up with either glacier shell and make it undestroyable or nature and make it unreacheble for dmg :[
I think it should be rather pure nature, because fire has alsready just waaaaaay too many counter building thingies and pure nature got only like... burrowers and spikeroot o,o
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  #5  
Old 22.07.2009, 23:20
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I think I'm all "Mortared out" because it's been discussed so much recently, but I think Termite Hill is fine as it is - it's meant to offer an unconventional way to attack buildings and that's what it does.

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I think it should be rather pure nature
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  #6  
Old 22.07.2009, 23:26
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termite hill is still so op like mortar tower, cause it got nearly the same range, costs less, can be build up with construction huts and could be easily defended with glacier shell and kobold trick, if a cliff is added to the fun you cant counter it! and the damage output of termite hill is just insane on U3! its really nessesary to discuss the Termite Hill too!
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  #7  
Old 22.07.2009, 23:34
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Quote:
termite hill is still so op like mortar tower, cause it got nearly the same range, costs less, can be build up with construction huts and could be easily defended with glacier shell and kobold trick, if a cliff is added to the fun you cant counter it! and the damage output of termite hill is just insane on U3! its really nessesary to discuss the Termite Hill too!
OK, so Termite Hill can reach up to 50m away and produces an effect that could cost you the game if you don't stop it in time. Energy Parasites in the same tier can reach across the entire map and produce an effect that could cost you the game if you don't stop it in time. I'm not really seeing the problem with Termite Hill, here. If Termite Hill is simply not getting countered because of other cards it's being used with...well haven't we had complaints about those cards being used with other forms of offensive towering, too? Why not investigate them?
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  #8  
Old 22.07.2009, 23:43
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Originally Posted by Cruez View Post
OK, so Termite Hill can reach up to 50m away and produces an effect that could cost you the game if you don't stop it in time. Energy Parasites in the same tier can reach across the entire map and produce an effect that could cost you the game if you don't stop it in time. I'm not really seeing the problem with Termite Hill, here. If Termite Hill is simply not getting countered because of other cards it's being used with...well haven't we had complaints about those cards being used with other forms of offensive towering, too? Why not investigate them?
cause the damage output of termite hill is the point ;) and indeed the range of both towers (they got the hightest ingamerange in compare to all other cards x.x)
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  #9  
Old 22.07.2009, 23:49
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Originally Posted by Chryso View Post
...aslong as you play fire... none else can counter it
u just have to be quick.its all about strategy, dont ask them to nerf every card -_-.play fire urself then, its not that expensive, 200 for mortar?
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  #10  
Old 23.07.2009, 00:03
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Originally Posted by ultrakool View Post
u just have to be quick.its all about strategy, dont ask them to nerf every card -_-.play fire urself then, its not that expensive, 200 for mortar?
so, you think, in your little brain, that a card that forces you to play a certain faction can be balanced?
what criteria do you think makes a card OP? does it need an "i win button" in order for you to realize that? or are you like phenomics pathetic devs that requires 8 weeks, 20 threads, mono faction ladder to get the idea that something might be out of balance?

if you need a certain color, its already _seriously_ out of any kind of balance
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