NukeAllTheThings wrote: »Did I miss a statement where the siege changes were supposed to combat the zerg?
NukeAllTheThings wrote: »Did I miss a statement where the siege changes were supposed to combat the zerg?
It's just everyone's assumption. If it doesn't, its not like we have gone very far from where it is now. EDIT: The real thing is, you at least won't be able to practically ignore siege.
NukeAllTheThings wrote: »NukeAllTheThings wrote: »Did I miss a statement where the siege changes were supposed to combat the zerg?
It's just everyone's assumption. If it doesn't, its not like we have gone very far from where it is now. EDIT: The real thing is, you at least won't be able to practically ignore siege.
Agree. The objectives in the game are set up for "zergs". That style of play will always be prevalent until there is a real reason for multiple groups to do something other than attack the next target in line with the shortest respawn point. Sure, this can cause people to all pile up on 1 particular spot. It can also allow a group of 10-20 to defend a keep against 40 while another group flanks behind and tries to cut off transit. This will at least allow for different options than what we have now.
As a real life infantry marine Artillery does more damage that an entire company of men can do. The battle landscape will change there is no doubt of that. It will be about getting siege down and protecting the siege and person manning it. Groups will need to group together fast and not sit there in stealth and wait for the right moment. I am looking forward to siege doing actual damage. Grouping up is not how actual battle is done. That is why we invented grenades I was never less than 5 meters from any man next to me out in the field. Most of the time you are 15 meters away from the man next to you but no more than 15 meters away. Zerging works great in a video game it really does, but I want combat to be remotely believable and plausible (yes I know this is a fantasy video game). IRL zerging would get you and your buddies killed not helped. IRL siege warfare changed the landscape of battle for over a thousand years. Those siegers are going to be a huge target and we will need to defend them not running off chasing down some yahoo who thinks he can 1 v x everyone. Beside level 10’s should not out of Blackwater and it will give them all something to do that contributes to the team IMO. For the siegers I hear a wrecking blow coming…For those not wanting to be impacted by the siege changes using line of sight and rocks, hills and cliffs and uneven surfaces will be the new battle grounds. Real tactics not cause i was a WOW raid commander for 7 years. Real cool.../facepalm
Stop it. Stop with the real-life references. If this was meant to be remotely real-life 1 player wouldn't be able to carry a ballista, let alone set it up in a few seconds so no, any argument on what siege should do due to realism effect is ABSOLUTELY pointless. You can't have your cake and eat it too with these half references to realism while ignoring everything else. I know you claim that well later it is a fantasy game, but you want it realistic...... try and read the problem there. It should not be included in your points anywhere.... at all.
Second, instead of ignoring my point, no where did I say zerging was good. I said it was bad and the whole point of the siege changes are meant to help combat the zerg. My point is its going to help it. Its going to make the zerg safe anywhere except when taking a keep, whereas at the moment a zerg isn't safe even in the open field.
Since you have a big tendency to dismiss anybody's viewpoint that isn't in line with yours then you must realize that your credibility is close to zero.
The post which Huntlar responded to was a straw-man argument. That is, it is created an fallacy of comparison between real life warfare and Huntlar's comments on video gameplay. Indeed, Huntlar's point was that changed siege mechanics (damage) in ESO will promote zerging gameplay which has literally nothing to do with how real life warfare has been influenced by real siege weaponry.
NukeAllTheThings wrote: »Did I miss a statement where the siege changes were supposed to combat the zerg?
NukeAllTheThings wrote: »Did I miss a statement where the siege changes were supposed to combat the zerg?
Considering the ZOS directive is to get people to stop zerging, and then they implement changes which encourage zerging... Some of us are a little skeptical and think they're actually under the impression they are helping their game with some of these.
Zerging will remain the same, the only difference will be defensive tactical position will be far more important.
I can't wait either, its almost back to the good old days, be prepared to lose half your raid charging the breech, the days of walking through oil and siege fire are over.
The oils, oh the vampire tears are going to be delicious!
Friends, its been a while since I've posted one of these....
<snip>
Why bother having abilities, just siege up friends.
You do realize that "dispersing zergs" is never going to happen right? Zergs are a bunch of unorganized players that rabble rabble behind whoever is in front. They see 1, 2, 3 players go off in one direction and rabble rabble the whole flock of sheep follows.And if you are a random without a group, it's always safer to run with a bunch of other randoms than to stray off. What this game needs is tools for small groups to kill off those zergs. Tools like dynamic ulti regen, that was taken away in 1.6Friends, its been a while since I've posted one of these....
<snip>
Why bother having abilities, just siege up friends.
I respectfully disagree.
But we'll just have to wait and see how the mass will adopt this new changes. It will take a week or two, maybe three for people to get "holy *** that hits like a truck" and start dispersing zergs OR people start spamming these like you described.
Agreed. I still want to see how it plays out first though, but atm it seems like they upped the damage a little too much. Hopefully they'll keep an eye out on this and adjust it swiftly if its too drasticA smaller group is not going to run head on into the zerg and try to put up siege right in front of them. They are going to stealth up, get on the flanks and set up the siege from there. They will then have a lot more targets to hit which mean more people who need healing and maybe even too many to heal.
And thats where this game turns into just one massive siege fest that is literally mind numbingly boring and stupid. Anyone can use siege, it doesn't take some genius. It is literally the easiest mechanic in the game to use and that will be the most effective way to play. That is awful for gameplay. But don't worry, you'll all see in a few days.
Siege is slow, so it is not very effective against a spread out group. Not to mention; when on it you are really vulnerable to stealth attacks and your friends will have a lot slower time to react. Snipe is still a pretty big thing, but WB from stealth is freaking awesome but very hard to do. Easier to do to someone tunneling a catapult.
And it is precisely this reason that a zerg will be able to effectively use it a lot more than a small organized group, because you are massively vulnerable on a siege weapon. Thats my whole point. The game will turn into who drops siege faster and has more (the zerg always will) and the small groups cannot afford in open field to separate. People keep saying this will give great defender advantage as their reasoning, completely ignoring my points in the OP... I get it, yes siege is going to be great for small numbers in a keep, but I'm talking more than just a keep here. This entire game will revolve around siege, even in the open field. The only time skills will even be important is when you are in locations that siege cannot be placed. Its going to be ***.
Joy_Division wrote: »TL; DR. I don't care.
7. Failing all this, I still would prefer what the OP describes than standing underneath the oils at a castle breech which I do at present because I don't respect the damage that it does.