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Enable siege in sewers

FENGRUSH
FENGRUSH
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Or remove QbsyXXD.png. I prefer for the later of these 2 options, but you cant tell me to use siege on large groups because of QbsyXXD.png and then not have siege enabled in sewers. Tried to report this issue last night, Im sorry @ZOS_BrianWheeler for the incomplete ticket. :'(

https://www.youtube.com/watch?v=bCdNDz8WcUA
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Seriously please stop. Just stop.
  • OdinForge
    OdinForge
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    Seriously please stop. Just stop.

    yh189.jpg

    Keep preaching it FENGRUSH!
    Edited by OdinForge on February 2, 2016 6:11PM
    The Age of Wrobel.
  • Bfish22090
    Bfish22090
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    wheels of steel isn't the problem here.
    you just need to play with more players so you can kill them.
    I hope 1 player cant solo a 16 man group
  • FENGRUSH
    FENGRUSH
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    Bfish22090 wrote: »
    wheels of steel isn't the problem here.
    you just need to play with more players so you can kill them.
    I hope 1 player cant solo a 16 man group

    Not unless youre on Axe fighting AD PVErs. Its not even the point really.. its the matter of not having proper tools/mechanics in the game in that environment.
  • Makkir
    Makkir
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    How the hell would you fire a catapult in the sewers without it hitting the ceiling each time.....

    How about one of those E-WEB mortar gun things the storm troopers used in star wars on hoth? That'd be sweet
  • Makkir
    Makkir
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    Come here @FENGRUSH I am waiting for you!


    review_ewebblast_1.jpg
    Edited by Makkir on February 2, 2016 6:26PM
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    I am glad we as a community haven't given up on this issue and continue to push for a real reply from ZOS as to why AOE caps are still in the game.
  • KenaPKK
    KenaPKK
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    Because it's totally realistic for people to set up siege engines in underground sewer tunnels.

    We need AoE caps removed. Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.

    Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.
    Kena
    Former Class Rep
    Former Legend GM
    Beta player
  • kevlarto_ESO
    kevlarto_ESO
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    How about a new line of mini siege, that's fits in the tunnels, what a disaster.. /shrug

    I do agree AOE caps need to go.
    Edited by kevlarto_ESO on February 2, 2016 6:35PM
  • Makkir
    Makkir
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    It has come to my attention that some of you are simply not aware


    ocOOy0T.jpg

  • FENGRUSH
    FENGRUSH
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    KenaPKK wrote: »
    Because it's totally realistic for people to set up siege engines in underground sewer tunnels.

    We need AoE caps removed.
    Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.

    Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.

    Pretty much (and I cant just make another remove AOE caps thread, theyd be directed to Wrobels forum which has a total of like 3 posts ever from him) - its just the whole 'siege is the answer' logic doesnt work in the only PVP DLC which often has the same issue you can face out in cyro.


    QbsyXXD.png need to go!
  • frozywozy
    frozywozy
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    I think we need more barrels to hide in, not sieges enabled.
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • mertusta
    mertusta
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    I want to see a whole zerg squad hide in a barrel. And wtb ground oil.
  • heystreethawk
    heystreethawk
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    For nightblades, a barrel with leg holes pokin out the bottom so you can stand up and creep around in it a la Metal Gear Solid
    GM of Fantasia
    I heard those symphonies come quick
  • Zheg
    Zheg
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    FENGRUSH wrote: »
    KenaPKK wrote: »
    Because it's totally realistic for people to set up siege engines in underground sewer tunnels.

    We need AoE caps removed.
    Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.

    Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.

    Pretty much (and I cant just make another remove AOE caps thread, theyd be directed to Wrobels forum which has a total of like 3 posts ever from him) - its just the whole 'siege is the answer' logic doesnt work in the only PVP DLC which often has the same issue you can face out in cyro.


    QbsyXXD.png need to go!

    Siege is and always has been a dumb answer. I'd get on board for removing aoe caps since it's a weird artificial mechanic, but the caveat I'd want implemented would still probably be just as frustrating to you. If you remove aoe caps and allow a situation where 2-3 can wipe 16+ (even if they're bad, and I know there are a lot of groups like that), that doesn't just apply to your small man group. It really would just melt everyone trying to siege a keep and have larger scale fights, which is and always has been the emphasis for cyrodiil. So, the caveat I'd want in tandem with an aoe cap removal is a better balancing of the meta to stop some of the ridiculous damage numbers that are possible with a simple prox det + ult dump (and if that were implemented properly, you still wouldn't be able to wipe that group of 16 with 2-3 any easier, which has been your main gripe to begin with).

    Just seems like a never-ending strawman argument to me. You want aoe caps removed, but doing that without also addressing the damage numbers would be moronic, and if they were addressed, you'd be back to square one and still struggling to wipe that many with so few.

    On a side note, people still go to the sewers? o.O
    Edited by Zheg on February 2, 2016 9:06PM
  • frozywozy
    frozywozy
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    Zheg wrote: »
    FENGRUSH wrote: »
    KenaPKK wrote: »
    Because it's totally realistic for people to set up siege engines in underground sewer tunnels.

    We need AoE caps removed.
    Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.

    Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.

    Pretty much (and I cant just make another remove AOE caps thread, theyd be directed to Wrobels forum which has a total of like 3 posts ever from him) - its just the whole 'siege is the answer' logic doesnt work in the only PVP DLC which often has the same issue you can face out in cyro.


    QbsyXXD.png need to go!

    Siege is and always has been a dumb answer. I'd get on board for removing aoe caps since it's a weird artificial mechanic, but the caveat I'd want implemented would still probably be just as frustrating to you. If you remove aoe caps and allow a situation where 2-3 can wipe 16+ (even if they're bad, and I know there are a lot of groups like that), that doesn't just apply to your small man group. It really would just melt everyone trying to siege a keep and have larger scale fights, which is and always has been the emphasis for cyrodiil. So, the caveat I'd want in tandem with an aoe cap removal is a better balancing of the meta to stop some of the ridiculous damage numbers that are possible with a simple prox det + ult dump (and if that were implemented properly, you still wouldn't be able to wipe that group of 16 with 2-3 any easier, which has been your main gripe to begin with).

    Just seems like a never-ending strawman argument to me. You want aoe caps removed, but doing that without also addressing the damage numbers would be moronic, and if they were addressed, you'd be back to square one and still struggling to wipe that many with so few.

    On a side note, people still go to the sewers? o.O

    People either go to the sewers or go play other games such as H1Z1 usually around 5:00pm EST when some guilds start rolling and the server becomes unplayable because of 100+ players on the screen at Chalman mine. At least it's what I've seen Sypher and Fengrush doing on stream repeatidly after getting frustrated with very long ability response.
    Edited by frozywozy on February 2, 2016 9:13PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Yiko
    Yiko
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    KenaPKK wrote: »
    Because it's totally realistic for people to set up siege engines in underground sewer tunnels.

    We need AoE caps removed. Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.

    Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.

    It's also totally realistic for people to be able to fit 150+ catapults in their backpacks
  • Roselle
    Roselle
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    Lol.

    "Send in a ticket."

    "...All right..."
    This one was rekt by Zenimax
  • RadioheadSh0t
    RadioheadSh0t
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    FENGRUSH wrote: »
    KenaPKK wrote: »
    Because it's totally realistic for people to set up siege engines in underground sewer tunnels.

    We need AoE caps removed.
    Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.

    Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.

    Pretty much (and I cant just make another remove AOE caps thread, theyd be directed to Wrobels forum which has a total of like 3 posts ever from him) - its just the whole 'siege is the answer' logic doesnt work in the only PVP DLC which often has the same issue you can face out in cyro.


    QbsyXXD.png need to go!

    IC is a PVP DLC? Could've fooled me...
    Aldonius Direnni - Vet Altmer Sorc (AD)
    Tyrus Telvanni - Vet Dunmer DK (AD)
    Al Donius Bundy - Vet Imperial NB (AD)
    Aldonius Brutus - Vet Orc DK (DC)
  • gw2only1b14_ESO
    gw2only1b14_ESO
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    Hmm interesting but yea its kinda confined and to think with all the gases ect down there its really a explosion hazard.


    And that Molag ball battle well lets just say he sure deserves a treb to the face or a ballista to the nads right?
  • revonine
    revonine
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    KenaPKK wrote: »
    Because it's totally realistic for people to set up siege engines in underground sewer tunnels.

    We need AoE caps removed. Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.

    Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.

    The last story quest in IC took place in the sewers and had you manning a ballista.
  • FENGRUSH
    FENGRUSH
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    Still trying to fix the siege in IC to work properly. #NoETA

    mpJPZHB.png
  • Minno
    Minno
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    FENGRUSH wrote: »
    Still trying to fix the siege in IC to work properly. #NoETA

    mpJPZHB.png

    Would go faster if DC and EP would /hammer to help :wink:
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Didgerion
    Didgerion
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    Zheg wrote: »
    FENGRUSH wrote: »
    KenaPKK wrote: »
    Because it's totally realistic for people to set up siege engines in underground sewer tunnels.

    We need AoE caps removed.
    Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.

    Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.

    Pretty much (and I cant just make another remove AOE caps thread, theyd be directed to Wrobels forum which has a total of like 3 posts ever from him) - its just the whole 'siege is the answer' logic doesnt work in the only PVP DLC which often has the same issue you can face out in cyro.


    QbsyXXD.png need to go!

    Siege is and always has been a dumb answer. I'd get on board for removing aoe caps since it's a weird artificial mechanic, but the caveat I'd want implemented would still probably be just as frustrating to you. If you remove aoe caps and allow a situation where 2-3 can wipe 16+ (even if they're bad, and I know there are a lot of groups like that), that doesn't just apply to your small man group. It really would just melt everyone trying to siege a keep and have larger scale fights, which is and always has been the emphasis for cyrodiil. So, the caveat I'd want in tandem with an aoe cap removal is a better balancing of the meta to stop some of the ridiculous damage numbers that are possible with a simple prox det + ult dump (and if that were implemented properly, you still wouldn't be able to wipe that group of 16 with 2-3 any easier, which has been your main gripe to begin with).

    Just seems like a never-ending strawman argument to me. You want aoe caps removed, but doing that without also addressing the damage numbers would be moronic, and if they were addressed, you'd be back to square one and still struggling to wipe that many with so few.

    On a side note, people still go to the sewers? o.O

    The numbers in a real war bring as many disadvantages as advantages.

    If a group of 50 men will act dumb then my group of 4 men will take all of them down in seconds with no casualties.

    If there is a group of 50 men there then they should be aware of their weaknesses and the commander should be a genius to be able effectively coordinate that group. That 50 men group has to have scouts, a small intervention team that will deal with small threats that can wipe the group (like @FENGRUSH for example) and so much more.

    The ball group as you see it in Cyrodiil nowadays would be the weakest structure in a real war......but for some reason those ball groups are invincible.
    Edited by Didgerion on February 3, 2016 6:42PM
  • Bfish22090
    Bfish22090
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    FENGRUSH wrote: »
    Bfish22090 wrote: »
    wheels of steel isn't the problem here.
    you just need to play with more players so you can kill them.
    I hope 1 player cant solo a 16 man group

    Not unless youre on Axe fighting AD PVErs. Its not even the point really.. its the matter of not having proper tools/mechanics in the game in that environment.

    aoe caps need to go i agree
    but siege in the sewres is not a good idea
    its too narrow and npcs would melt, especially with the new siege changes coming in thieves guild
  • Alucardo
    Alucardo
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    Fengrush, I've stood by you and agreed with a lot of things you've said, but siege in the sewers? Come on man wtf. I go to the IC to get away from that crap. I know AOE caps are bad, but they be messing with your wiring.

    P.S. The dishonourable duel made me laugh so hard I think I snorted.
  • FENGRUSH
    FENGRUSH
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    Bfish22090 wrote: »
    FENGRUSH wrote: »
    Bfish22090 wrote: »
    wheels of steel isn't the problem here.
    you just need to play with more players so you can kill them.
    I hope 1 player cant solo a 16 man group

    Not unless youre on Axe fighting AD PVErs. Its not even the point really.. its the matter of not having proper tools/mechanics in the game in that environment.

    aoe caps need to go i agree
    but siege in the sewres is not a good idea
    its too narrow and npcs would melt, especially with the new siege changes coming in thieves guild

    Not actually advocating for siege - the point is show the only tool they are putting in to fight large groups and suggesting us to use is not actually allowed in sewers. So when we fight 24 people and our alliance has 4 people in sewers, what are we supposed to do? Just leave?

    Is this what ZOS wants? Or do they want to make a game that is a bit more balanced as it used to be instead of scaled simply to those who have the greater numbers (in every single respect).


    Edited by FENGRUSH on February 3, 2016 6:34PM
  • FENGRUSH
    FENGRUSH
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    ✭✭✭✭
    Alucardo wrote: »
    Fengrush, I've stood by you and agreed with a lot of things you've said, but siege in the sewers? Come on man wtf. I go to the IC to get away from that crap. I know AOE caps are bad, but they be messing with your wiring.

    P.S. The dishonourable duel made me laugh so hard I think I snorted.

    Read the last reply! Some already got this - I cant just make ANOTHER aoe caps thread. Sometimes you have to do it a little differently.
  • Faugaun
    Faugaun
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    Didgerion wrote: »
    Zheg wrote: »
    FENGRUSH wrote: »
    KenaPKK wrote: »
    Because it's totally realistic for people to set up siege engines in underground sewer tunnels.

    We need AoE caps removed.
    Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.

    Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.

    Pretty much (and I cant just make another remove AOE caps thread, theyd be directed to Wrobels forum which has a total of like 3 posts ever from him) - its just the whole 'siege is the answer' logic doesnt work in the only PVP DLC which often has the same issue you can face out in cyro.


    QbsyXXD.png need to go!

    Siege is and always has been a dumb answer. I'd get on board for removing aoe caps since it's a weird artificial mechanic, but the caveat I'd want implemented would still probably be just as frustrating to you. If you remove aoe caps and allow a situation where 2-3 can wipe 16+ (even if they're bad, and I know there are a lot of groups like that), that doesn't just apply to your small man group. It really would just melt everyone trying to siege a keep and have larger scale fights, which is and always has been the emphasis for cyrodiil. So, the caveat I'd want in tandem with an aoe cap removal is a better balancing of the meta to stop some of the ridiculous damage numbers that are possible with a simple prox det + ult dump (and if that were implemented properly, you still wouldn't be able to wipe that group of 16 with 2-3 any easier, which has been your main gripe to begin with).

    Just seems like a never-ending strawman argument to me. You want aoe caps removed, but doing that without also addressing the damage numbers would be moronic, and if they were addressed, you'd be back to square one and still struggling to wipe that many with so few.

    On a side note, people still go to the sewers? o.O

    The numbers in a real war bring as many disadvantages as advantages.

    If a group of 50 men will act dumb then my group of 4 men will take all of them down in seconds with no casualties.

    If there is a group of 50 men there then they should be aware of their weaknesses and the commander should be a genius to be able effectively coordinate that group. That 50 man group has to have scouts, a small intervention team that will deal with small threats that can wipe the group (like @FENGRUSH for example) and so much more.

    The ball group as you see it in Cyrodiil nowadays would be the weakest structure in a real war......but for some reason those ball groups are invincible.

    My ball hit your ball....it hurt....
  • FENGRUSH
    FENGRUSH
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    Faugaun wrote: »
    Didgerion wrote: »
    Zheg wrote: »
    FENGRUSH wrote: »
    KenaPKK wrote: »
    Because it's totally realistic for people to set up siege engines in underground sewer tunnels.

    We need AoE caps removed.
    Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.

    Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.

    Pretty much (and I cant just make another remove AOE caps thread, theyd be directed to Wrobels forum which has a total of like 3 posts ever from him) - its just the whole 'siege is the answer' logic doesnt work in the only PVP DLC which often has the same issue you can face out in cyro.


    QbsyXXD.png need to go!

    Siege is and always has been a dumb answer. I'd get on board for removing aoe caps since it's a weird artificial mechanic, but the caveat I'd want implemented would still probably be just as frustrating to you. If you remove aoe caps and allow a situation where 2-3 can wipe 16+ (even if they're bad, and I know there are a lot of groups like that), that doesn't just apply to your small man group. It really would just melt everyone trying to siege a keep and have larger scale fights, which is and always has been the emphasis for cyrodiil. So, the caveat I'd want in tandem with an aoe cap removal is a better balancing of the meta to stop some of the ridiculous damage numbers that are possible with a simple prox det + ult dump (and if that were implemented properly, you still wouldn't be able to wipe that group of 16 with 2-3 any easier, which has been your main gripe to begin with).

    Just seems like a never-ending strawman argument to me. You want aoe caps removed, but doing that without also addressing the damage numbers would be moronic, and if they were addressed, you'd be back to square one and still struggling to wipe that many with so few.

    On a side note, people still go to the sewers? o.O

    The numbers in a real war bring as many disadvantages as advantages.

    If a group of 50 men will act dumb then my group of 4 men will take all of them down in seconds with no casualties.

    If there is a group of 50 men there then they should be aware of their weaknesses and the commander should be a genius to be able effectively coordinate that group. That 50 man group has to have scouts, a small intervention team that will deal with small threats that can wipe the group (like @FENGRUSH for example) and so much more.

    The ball group as you see it in Cyrodiil nowadays would be the weakest structure in a real war......but for some reason those ball groups are invincible.

    My ball hit your ball....it lagged....

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