DocFrost72 wrote: »Question since I'm still relatively green as grass- situationally better to set up a fire ballista and pour aoe discouragement on the back flag? Or is it 100% always better to drop on front flag once enemy goes by it to backcap?
DocFrost72 wrote: »Question since I'm still relatively green as grass- situationally better to set up a fire ballista and pour aoe discouragement on the back flag? Or is it 100% always better to drop on front flag once enemy goes by it to backcap?
DocFrost72 wrote: »Question since I'm still relatively green as grass- situationally better to set up a fire ballista and pour aoe discouragement on the back flag? Or is it 100% always better to drop on front flag once enemy goes by it to backcap?
The problem I see on the DC (na) side lately is that there are like 6 of us to defend against an entire raid+ of enemy forces, while the bulk of our pugs are somewhere inconsequential and our few guilds are presumably strategically important but not defending.
Anyone who tries to hold the flags in such a circumstance will just be the first to die. Been there, done that - a lot. Now I join the ranks of people throwing siege and snares from the top, hoping the handful of us there can occupy the enemy long enough for reinforcements to arrive.
It works like 25% of the time. Putting 5-6 of us on the flags against 25 rushing attackers works closer to 0% of the time
The problem I see on the DC (na) side lately is that there are like 6 of us to defend against an entire raid+ of enemy forces, while the bulk of our pugs are somewhere inconsequential and our few guilds are somewhere presumably strategically important but not defending.
Anyone who tries to hold the flags in such a circumstance will just be the first to die. Been there, done that - a lot. Now I join the ranks of people throwing siege and snares from the top, hoping the handful of us there can occupy the enemy long enough for reinforcements to arrive.
It works like 25% of the time. Putting 5-6 of us on the flags against 25 rushing attackers works closer to 0% of the time
DocFrost72 wrote: »Question since I'm still relatively green as grass- situationally better to set up a fire ballista and pour aoe discouragement on the back flag? Or is it 100% always better to drop on front flag once enemy goes by it to backcap?
The problem I see on the DC (na) side lately is that there are like 6 of us to defend against an entire raid+ of enemy forces, while the bulk of our pugs are somewhere inconsequential and our few guilds are somewhere presumably strategically important but not defending.
Anyone who tries to hold the flags in such a circumstance will just be the first to die. Been there, done that - a lot. Now I join the ranks of people throwing siege and snares from the top, hoping the handful of us there can occupy the enemy long enough for reinforcements to arrive.
It works like 25% of the time. Putting 5-6 of us on the flags against 25 rushing attackers works closer to 0% of the time
The problem I see on the DC (na) side lately is that there are like 6 of us to defend against an entire raid+ of enemy forces, while the bulk of our pugs are somewhere inconsequential and our few guilds are presumably strategically important but not defending.
Anyone who tries to hold the flags in such a circumstance will just be the first to die. Been there, done that - a lot. Now I join the ranks of people throwing siege and snares from the top, hoping the handful of us there can occupy the enemy long enough for reinforcements to arrive.
It works like 25% of the time. Putting 5-6 of us on the flags against 25 rushing attackers works closer to 0% of the time
This^ is the issue I see. We have the numbers to mount a counter attack, but people have been burned by other players not helping so many times they stop trying. I am guilty of it too, but its still bad strategy, and if the good players keep sitting up top helping a bad strategy, all we are doing is reinforcing bad habbits, especially when it works.
I say let the keep or outpost fall if our team is being dumb and waiting to be saved by a guild rushing in at the last minute. Also, you can still be saved while laying dead on the flags.
i do not play in groups, but mostly dies on front of broken door since ps4 release. And I do see how people just run away from battle even with non-ua keep behind them, so there’s a lot of people who afraid to die in cyro, without any reasonThe ungrouped PVPers don't lack courage, just direction. They need things explained - and since that population refreshes pretty often, they need them explained many times. They need to see people succeed with a tactic, and then they will adopt it themselves.
My opinion, anyway. Most people do want to play, not just survive. They're just inexperienced.
The problem I see on the DC (na) side lately is that there are like 6 of us to defend against an entire raid+ of enemy forces, while the bulk of our pugs are somewhere inconsequential and our few guilds are somewhere presumably strategically important but not defending.
Anyone who tries to hold the flags in such a circumstance will just be the first to die. Been there, done that - a lot. Now I join the ranks of people throwing siege and snares from the top, hoping the handful of us there can occupy the enemy long enough for reinforcements to arrive.
It works like 25% of the time. Putting 5-6 of us on the flags against 25 rushing attackers works closer to 0% of the timeThe problem I see on the DC (na) side lately is that there are like 6 of us to defend against an entire raid+ of enemy forces, while the bulk of our pugs are somewhere inconsequential and our few guilds are presumably strategically important but not defending.
Anyone who tries to hold the flags in such a circumstance will just be the first to die. Been there, done that - a lot. Now I join the ranks of people throwing siege and snares from the top, hoping the handful of us there can occupy the enemy long enough for reinforcements to arrive.
It works like 25% of the time. Putting 5-6 of us on the flags against 25 rushing attackers works closer to 0% of the time
This^ is the issue I see. We have the numbers to mount a counter attack, but people have been burned by other players not helping so many times they stop trying. I am guilty of it too, but its still bad strategy, and if the good players keep sitting up top helping a bad strategy, all we are doing is reinforcing bad habbits, especially when it works.
I say let the keep or outpost fall if our team is being dumb and waiting to be saved by a guild rushing in at the last minute. Also, you can still be saved while laying dead on the flags.
I think the heart of the problem is players would rather be on the attacking side then defending, largely due to the difference in AP gain between the two. We'll show up at a keep at times, be the only defenders there, and if we win we're rewarded with 1-2 thousand AP for our troubles. And if any other faction players show up at the last minute when it's already defended, they share in the spoils despite not helping at all. You can literally just be present at a keep capture and earn more AP without doing anything than when surviving a hard fought battle to save a keep from falling. But we keep showing up to defend because it's a ton more fun than zerging down a mostly empty keep. That's our reward, we just wish the AP gains were more commensurate with our contribution versus other players.
Oils can be a great tool for defending
When defending players can’t hold anyone in place; rapids plus players being able to clip through defending players models makes that impossible. If players could body block the bottom of the stairs, and those smaller doors then controlling enemy movement would be possible. Which would make oil’s more effective because defending players could block stairwell doors around the back flag and hold off players from the front flag even with both walls and the gate down; while outside defenders try clean up reestablish control of the perimeter.
Random people don’t put much effort into defending because other than having an organized nuke bomb team; there is basically nothing that can actually physically stop large amounts enemies from advancing into the inner of the fort/outpost.
Then there is the whole forward camp problem, the timer for it needs to be increased to somewhere around 30-45mins because you can’t remove players from the area of conflict by defeating them. Players will get killed then be able to run back to the same location within seconds. So, when defending little head way is made.