I guess Panzer what we're trying to say is that we don't think that the boost delay is that tactical of a decision.
(((I'm not saying that either.))
Essentially we'll decide that were going to walk and not boost, or maybe we'll just dodge in (AC or not), unfortunately those choices are really predictable.
(((To be honest, no delay is no less predictable than delay. It is not like a new mechanic is introduced, the only difference is knowing whether or not the delay is there.)))
The situation becomes a stall and the fight is stale especially at the corner game, whom will make the first mistake? Why should I make the first mistake? I can just sit back here on my orbs and let you break the corner, "No, you break the corner!"
(((Maybe, I don't know... isn't dodging around a corner a bit more productive than boosting, delay or otherwise? Either you face the enemy or you have to turn while boosting.)))
I understand your point of view but I think there is room for deeper decision making than that.
(((The delay thing I mentioned is not wholly my point of view, but me guessing at an attempt to explain why people think that delay = more tactical. One of my major reasonings for keeping the delay isn't "tactics". It's the fact that the boost's mechanics are fine as is as a means to go from point A to point B faster, and that isn't not optimal for use in attacking.)))
Slow gameplay =/= tactical
Was this a joke response?
Edited by Panzermanathod, 30 April 2015 - 11:00 PM.