IKilled007 wrote: »Also make siege friendly fire. It's ridiculous that only people from other factions in the blast area take damage.
I think siege should scale in damage to the number of people you hit. Hit 12 players at once, it should do massive damage. It will at least help disperse zergs.
CrowsDescend wrote: »I think siege should scale in damage to the number of people you hit. Hit 12 players at once, it should do massive damage. It will at least help disperse zergs.
That would be a lot more interesting, since it definitely would cause the big unorganized zergs to spread out, if they're communicating/listening to their leader and using common sense then they have no excuses if they die to the siege weapon damage.
I suppose the whole scaling damage thing though, may be complicated to pull off from a coding/development perspective, I have absolutely no idea though, just assuming.
hammayolettuce wrote: »All of you who want siege buffed against players do not realize that the zergs themselves benefit from the siege damage. They have the healing and purge capabilities to enter any breach and take any keep when they are strong in numbers. Buffing siege damage only enforces the need for people to zerg even more.
On top of this it makes it near impossible for smaller groups to defend a keep or take a keep because the opposing force with larger numbers can place siege while you cant.
Siege is not the answer to stop zerging. Removing AoE caps and making prox det do a small base dmg to 1 person and then increase in strength to how many it hits is the road to ending zergs.
NOT SIEGE!
hammayolettuce wrote: »All of you who want siege buffed against players do not realize that the zergs themselves benefit from the siege damage. They have the healing and purge capabilities to enter any breach and take any keep when they are strong in numbers. Buffing siege damage only enforces the need for people to zerg even more.
On top of this it makes it near impossible for smaller groups to defend a keep or take a keep because the opposing force with larger numbers can place siege while you cant.
Siege is not the answer to stop zerging. Removing AoE caps and making prox det do a small base dmg to 1 person and then increase in strength to how many it hits is the road to ending zergs.
NOT SIEGE!
hammayolettuce wrote: »All of you who want siege buffed against players do not realize that the zergs themselves benefit from the siege damage. They have the healing and purge capabilities to enter any breach and take any keep when they are strong in numbers. Buffing siege damage only enforces the need for people to zerg even more.
On top of this it makes it near impossible for smaller groups to defend a keep or take a keep because the opposing force with larger numbers can place siege while you cant.
Siege is not the answer to stop zerging. Removing AoE caps and making prox det do a small base dmg to 1 person and then increase in strength to how many it hits is the road to ending zergs.
NOT SIEGE!
RAGUNAnoOne wrote: »the only thing they needed to do with siege before was fix the coldharbor siege weapons starting with the circle warning first animation second, the rest of that crap they tacked on wasn't needed. I bet 95%%of the deaths from siege was from that bugged piece of **** most people know not to stand in stupid and if they don't they learn pretty damn fast.

At a time of chaos and turmoil, children from all across tamriel have been taken by an evil Argonian Thieves guild. They were raised in captivity, forced to learn their captors evil ways and endured the harsh environment of Black Marsh. The intentions of the evil guild is still unknown till this day.
Amisdt the events surrounding the formation of the Ebonheart Pact, a brave few has escaped their captors and ran off as far away as they can, eventually landing on the shores of khenarthi's roost.
Armed with the skills and the scars they have endured during their captivity, these brothers and sisters in chains has vowed revenge on their Argonian captors and their allies.
They kept the names branded to them by the evil reptiles as a reminder of all the pain and torment they have suffered, and have joined the Aldmeri Dominion as a means to an end... Paint Tamriel with Argonian blood.
At a time of chaos and turmoil, children from all across tamriel have been taken by an evil Argonian Thieves guild. They were raised in captivity, forced to learn their captors evil ways and endured the harsh environment of Black Marsh. The intentions of the evil guild is still unknown till this day.
Amisdt the events surrounding the formation of the Ebonheart Pact, a brave few has escaped their captors and ran off as far away as they can, eventually landing on the shores of khenarthi's roost.
Armed with the skills and the scars they have endured during their captivity, these brothers and sisters in chains has vowed revenge on their Argonian captors and their allies.
They kept the names branded to them by the evil reptiles as a reminder of all the pain and torment they have suffered, and have joined the Aldmeri Dominion as a means to an end... Paint Tamriel with Argonian blood.