Sandman929 wrote: »I started typing up ideas for how resource ownership could better benefit keep defense, like a third barricade between front and poster flags that required a ram, and therefore an extended battle for attackers in a killzone on the front flag...along with some other ideas for other resources, but then I thought "why am I doing this?".
ZOS has had dozens of ideas thrown at them for Cyrodiil changes, and almost nothing ever comes of them.
Agrippa_Invisus wrote: »Sandman929 wrote: »I started typing up ideas for how resource ownership could better benefit keep defense, like a third barricade between front and poster flags that required a ram, and therefore an extended battle for attackers in a killzone on the front flag...along with some other ideas for other resources, but then I thought "why am I doing this?".
ZOS has had dozens of ideas thrown at them for Cyrodiil changes, and almost nothing ever comes of them.
It doesn't help that Wheeler and Wroebel have been asleep at the wheel for nearly a year or more.
That they can't even take a moment to say 'thanks for the great ideas, but at this time we don't have enough dev time allotted to pvp to make major changes'. Instead it's just silence.
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.
The way it needs to be done is lots of AOE, defile and CC in and outside of the doorway, along with that having ranged DPS sitting around the corners, or up top on the stairs, who are burning down anyone who passes through the doorway. Tanky players take turns CC'ing and "taunting" the enemy just inside the doorway. All while having oils dropped from above, meat bags thrown from behind and even fire ballistas shot from the sides.
The idea is to make it so painful to walk through the doorway that the enemy tends to hold back and try to wear down the defenders. The attackers will try to encourage their side to push in by going in and showing them it can be done, and then squishy players follow and die quickly to all the damage being inflicted on them.
Thing is, if the entire attacking force is cohesive enough to all push in at the same time, there isn't much that can be done to keep order and it turns to complete chaos and if the numbers are roughly even then either side can win.
My point with this thread is that you can't ONLY have the oils dropping from above and DPS standing next to them. Without the meatbag, tanky players, defile, AOE and CC down on the flags it will be a cake walk for even the most unorganized attackers.
Again, Oil isn't going to kill a Zergball ever...
Oil backed up by a Zergball or a Massive Zerg will be able to stop a Zergball, But people talking about people manning the upstairs of a keep while others are downstairs are forgetting what is going to happen if those people downstairs aren't a zerg ball, They're going to die in 2 seconds soon as a zergball runs in....
Lieblingsjunge wrote: »Even a scattershot would be more helpful than bow lightattacks and other wet-noodle attacks from upstairs.
QuebraRegra wrote: »remember the days of ground oils?
This thread is only true for CP campaigns. In no CP, a well oiled team of 6 consistently pouring down oil and using fire ballistas can absolutely destroy a group of much bigger size. This is why I ultimately prefer no CP campaigns if I want to do the keep defense/offense thing. In CP it is just zerg the main gate with enough destro ults and its gg. People are way too tanky in there and siege is useless.
Again, Oil isn't going to kill a Zergball ever...
Oil backed up by a Zergball or a Massive Zerg will be able to stop a Zergball, But people talking about people manning the upstairs of a keep while others are downstairs are forgetting what is going to happen if those people downstairs aren't a zerg ball, They're going to die in 2 seconds soon as a zergball runs in....
Believe what you want. But I know for a fact that siege in CP campaign is an utter joke.VaranisArano wrote: »This thread is only true for CP campaigns. In no CP, a well oiled team of 6 consistently pouring down oil and using fire ballistas can absolutely destroy a group of much bigger size. This is why I ultimately prefer no CP campaigns if I want to do the keep defense/offense thing. In CP it is just zerg the main gate with enough destro ults and its gg. People are way too tanky in there and siege is useless.
That's not a true description of siege in a CP campaign.
It goes like this:
Siege alone is useless against an organized group with effective healers.
Aggressive siege plus agressive defenders is extremely effective against an organized group.
Siege alone is pretty effective against disorganized groups.
Siege plus agressive players is extremely effective against disorganized groups.
Frankly, I cant tell you how many times Ive seen opposition groups melt in the face of siege and aggressive defenders. I also cant tell you how many times siege alone hasn't saved the objective in the face of an organized group who's healers are on the ball.
Thats why so many of us, especially those,of us with experience in CP campaigns, keep emphasizing aggressive defense on the part of players and not relying on siege alone. Siege isnt useless, but against an organized group with good healers, you need more than just siege to bring them down and defend your objective.
Believe what you want. But I know for a fact that siege in CP campaign is an utter joke.VaranisArano wrote: »This thread is only true for CP campaigns. In no CP, a well oiled team of 6 consistently pouring down oil and using fire ballistas can absolutely destroy a group of much bigger size. This is why I ultimately prefer no CP campaigns if I want to do the keep defense/offense thing. In CP it is just zerg the main gate with enough destro ults and its gg. People are way too tanky in there and siege is useless.
That's not a true description of siege in a CP campaign.
It goes like this:
Siege alone is useless against an organized group with effective healers.
Aggressive siege plus agressive defenders is extremely effective against an organized group.
Siege alone is pretty effective against disorganized groups.
Siege plus agressive players is extremely effective against disorganized groups.
Frankly, I cant tell you how many times Ive seen opposition groups melt in the face of siege and aggressive defenders. I also cant tell you how many times siege alone hasn't saved the objective in the face of an organized group who's healers are on the ball.
Thats why so many of us, especially those,of us with experience in CP campaigns, keep emphasizing aggressive defense on the part of players and not relying on siege alone. Siege isnt useless, but against an organized group with good healers, you need more than just siege to bring them down and defend your objective.
HaruyukiHana wrote: »Just /yell repeatedly for them to prep ground floor defenses when the door is around 20%, it usually works in my experience.