Know what would make this change even better!?
Reintroduce Forward Camps into the game! Have them operate like they should have operated from the start... so that you can only respawn at them if you were killed in their radius...
The game would get even better! ..and the siege damage wouldn't seem quite so terrible to the people bothered by it.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more tools that bolsters a zerg.
Tintinabula wrote: »I have got so many different sets of gear it's no joke..got this gear..they nerf it in a month..got this gear..they increase fire damage..got this gear..light armor sucks now..got new gear today..wonder how long til Ill have to closet this gear as well..Its just stupid.
Lets give a few more actual reasons why that was a bad idea.Know what would make this change even better!?
Reintroduce Forward Camps into the game! Have them operate like they should have operated from the start... so that you can only respawn at them if you were killed in their radius...
The game would get even better! ..and the siege damage wouldn't seem quite so terrible to the people bothered by it.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more tools that bolsters a zerg.
NukeAllTheThings wrote: »What is a "real zerg"? How does it differ from a regular zerg? Is a group considered a zerg? Is a zerg a full raid party? I thought I had a pretty good idea what a zerg was but in the last week I have seen it applied selectively to back up varying viewpoints
Know what would make this change even better!?
Reintroduce Forward Camps into the game! Have them operate like they should have operated from the start... so that you can only respawn at them if you were killed in their radius...
The game would get even better! ..and the siege damage wouldn't seem quite so terrible to the people bothered by it.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more tools that bolsters a zerg. Seeing you guys think of ideas is terrifying. Please, please tell me that was a joke.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more actual reasons why that was a bad idea. Seeing you refusing to be constructive is terrifying. Please, please tell me that was a joke.
Real zergs are already insanely difficult to wipe these days due to how rezzing works. It is basically impossible after a certain size to wipe the zerg in anywhere, but them all sitting in a corner holding hands. Once it reaches that size no smaller group can wipe the zerg fast enough before they slide around you and rez up the dead. How do you think thats going to go when you allow forward camps again? Why do I even have to explain this to you? You're supposed to be this super, awesome, skilled, tactical, dynamic player by the way you talk about yourself in your posts.
Know what would make this change even better!?
Reintroduce Forward Camps into the game! Have them operate like they should have operated from the start... so that you can only respawn at them if you were killed in their radius...
The game would get even better! ..and the siege damage wouldn't seem quite so terrible to the people bothered by it.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more tools that bolsters a zerg. Seeing you guys think of ideas is terrifying. Please, please tell me that was a joke.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more actual reasons why that was a bad idea. Seeing you refusing to be constructive is terrifying. Please, please tell me that was a joke.
Real zergs are already insanely difficult to wipe these days due to how rezzing works. It is basically impossible after a certain size to wipe the zerg in anywhere, but them all sitting in a corner holding hands. Once it reaches that size no smaller group can wipe the zerg fast enough before they slide around you and rez up the dead. How do you think thats going to go when you allow forward camps again? Why do I even have to explain this to you? You're supposed to be this super, awesome, skilled, tactical, dynamic player by the way you talk about yourself in your posts.
Doesn't really matter if they resurrect each other to be honest. All you're doing is buying time until the reinforcements arrive. Best example I can give you is yesterday at Farragut. There was a whole raid of AD who front-doored it, it was only me and a couple of EP defending. We used siege and kitting as best as we could to destroy stragglers here and there. Even tho they would all rez each other multiple times, we bought enough time for IR and Havoc to come and kill the remaining ones.
Know what would make this change even better!?
Reintroduce Forward Camps into the game! Have them operate like they should have operated from the start... so that you can only respawn at them if you were killed in their radius...
The game would get even better! ..and the siege damage wouldn't seem quite so terrible to the people bothered by it.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more tools that bolsters a zerg. Seeing you guys think of ideas is terrifying. Please, please tell me that was a joke.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more actual reasons why that was a bad idea. Seeing you refusing to be constructive is terrifying. Please, please tell me that was a joke.
Real zergs are already insanely difficult to wipe these days due to how rezzing works. It is basically impossible after a certain size to wipe the zerg in anywhere, but them all sitting in a corner holding hands. Once it reaches that size no smaller group can wipe the zerg fast enough before they slide around you and rez up the dead. How do you think thats going to go when you allow forward camps again? Why do I even have to explain this to you? You're supposed to be this super, awesome, skilled, tactical, dynamic player by the way you talk about yourself in your posts.
Doesn't really matter if they resurrect each other to be honest. All you're doing is buying time until the reinforcements arrive. Best example I can give you is yesterday at Farragut. There was a whole raid of AD who front-doored it, it was only me and a couple of EP defending. We used siege and kitting as best as we could to destroy stragglers here and there. Even tho they would all rez each other multiple times, we bought enough time for IR and Havoc to come and kill the remaining ones.
Some of us don't want to play the game as delayers for others to come and rescue us. What you just described is one of the prime problems with siege right now, the solution to your problem was to get more people.
Know what would make this change even better!?
Reintroduce Forward Camps into the game! Have them operate like they should have operated from the start... so that you can only respawn at them if you were killed in their radius...
The game would get even better! ..and the siege damage wouldn't seem quite so terrible to the people bothered by it.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more tools that bolsters a zerg. Seeing you guys think of ideas is terrifying. Please, please tell me that was a joke.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more actual reasons why that was a bad idea. Seeing you refusing to be constructive is terrifying. Please, please tell me that was a joke.
Real zergs are already insanely difficult to wipe these days due to how rezzing works. It is basically impossible after a certain size to wipe the zerg in anywhere, but them all sitting in a corner holding hands. Once it reaches that size no smaller group can wipe the zerg fast enough before they slide around you and rez up the dead. How do you think thats going to go when you allow forward camps again? Why do I even have to explain this to you? You're supposed to be this super, awesome, skilled, tactical, dynamic player by the way you talk about yourself in your posts.
Doesn't really matter if they resurrect each other to be honest. All you're doing is buying time until the reinforcements arrive. Best example I can give you is yesterday at Farragut. There was a whole raid of AD who front-doored it, it was only me and a couple of EP defending. We used siege and kitting as best as we could to destroy stragglers here and there. Even tho they would all rez each other multiple times, we bought enough time for IR and Havoc to come and kill the remaining ones.
Some of us don't want to play the game as delayers for others to come and rescue us. What you just described is one of the prime problems with siege right now, the solution to your problem was to get more people.
What I was trying to explain there is that it actually gives a chance to the lower numbers of defenders against larger numbers of attackers to do something useful for their faction. It also demotivates people from pvedooring unless they are organized (speced, geared and with some positioning and coordinating experience).
Before this change, no one could do anything against any inexperienced group of 20+ attackers. Now it actually matters and I think it should.
Know what would make this change even better!?
Reintroduce Forward Camps into the game! Have them operate like they should have operated from the start... so that you can only respawn at them if you were killed in their radius...
The game would get even better! ..and the siege damage wouldn't seem quite so terrible to the people bothered by it.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more tools that bolsters a zerg. Seeing you guys think of ideas is terrifying. Please, please tell me that was a joke.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more actual reasons why that was a bad idea. Seeing you refusing to be constructive is terrifying. Please, please tell me that was a joke.
Real zergs are already insanely difficult to wipe these days due to how rezzing works. It is basically impossible after a certain size to wipe the zerg in anywhere, but them all sitting in a corner holding hands. Once it reaches that size no smaller group can wipe the zerg fast enough before they slide around you and rez up the dead. How do you think thats going to go when you allow forward camps again? Why do I even have to explain this to you? You're supposed to be this super, awesome, skilled, tactical, dynamic player by the way you talk about yourself in your posts.
Doesn't really matter if they resurrect each other to be honest. All you're doing is buying time until the reinforcements arrive. Best example I can give you is yesterday at Farragut. There was a whole raid of AD who front-doored it, it was only me and a couple of EP defending. We used siege and kitting as best as we could to destroy stragglers here and there. Even tho they would all rez each other multiple times, we bought enough time for IR and Havoc to come and kill the remaining ones.
Some of us don't want to play the game as delayers for others to come and rescue us. What you just described is one of the prime problems with siege right now, the solution to your problem was to get more people.
What I was trying to explain there is that it actually gives a chance to the lower numbers of defenders against larger numbers of attackers to do something useful for their faction. It also demotivates people from pvedooring unless they are organized (speced, geared and with some positioning and coordinating experience).
Before this change, no one could do anything against any inexperienced group of 20+ attackers. Now it actually matters and I think it should.
Frozy, we both agree. Siege needed a big increase in damage. But there should be a gray area, right now they overdid it. You can have siege be dangerous and give an extremely large defensive advantage, while also not making it the primary go to in every situation, every fight, whatsoever. Because as of now thats what fire ballista and other siege are used for. They are used everywhere, even if to kill 3 people. THAT is the sign that it has gone too far. You cut siege damage to 80% of it was now and we are good to go. Siege will still be doing massive damage, but it won't 1 hit anyone, it won't be the go to in all scenarios, and it will still wreck people in sieging situations/give a defenders advantage. As of now, a couple oils and fire ballistas used by competent players can hold off infinity (I know because I've been doing it.).
Know what would make this change even better!?
Reintroduce Forward Camps into the game! Have them operate like they should have operated from the start... so that you can only respawn at them if you were killed in their radius...
The game would get even better! ..and the siege damage wouldn't seem quite so terrible to the people bothered by it.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more tools that bolsters a zerg. Seeing you guys think of ideas is terrifying. Please, please tell me that was a joke.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more actual reasons why that was a bad idea. Seeing you refusing to be constructive is terrifying. Please, please tell me that was a joke.
Real zergs are already insanely difficult to wipe these days due to how rezzing works. It is basically impossible after a certain size to wipe the zerg in anywhere, but them all sitting in a corner holding hands. Once it reaches that size no smaller group can wipe the zerg fast enough before they slide around you and rez up the dead. How do you think thats going to go when you allow forward camps again? Why do I even have to explain this to you? You're supposed to be this super, awesome, skilled, tactical, dynamic player by the way you talk about yourself in your posts.
Doesn't really matter if they resurrect each other to be honest. All you're doing is buying time until the reinforcements arrive. Best example I can give you is yesterday at Farragut. There was a whole raid of AD who front-doored it, it was only me and a couple of EP defending. We used siege and kitting as best as we could to destroy stragglers here and there. Even tho they would all rez each other multiple times, we bought enough time for IR and Havoc to come and kill the remaining ones.
Some of us don't want to play the game as delayers for others to come and rescue us. What you just described is one of the prime problems with siege right now, the solution to your problem was to get more people.
What I was trying to explain there is that it actually gives a chance to the lower numbers of defenders against larger numbers of attackers to do something useful for their faction. It also demotivates people from pvedooring unless they are organized (speced, geared and with some positioning and coordinating experience).
Before this change, no one could do anything against any inexperienced group of 20+ attackers. Now it actually matters and I think it should.
Frozy, we both agree. Siege needed a big increase in damage. But there should be a gray area, right now they overdid it. You can have siege be dangerous and give an extremely large defensive advantage, while also not making it the primary go to in every situation, every fight, whatsoever. Because as of now thats what fire ballista and other siege are used for. They are used everywhere, even if to kill 3 people. THAT is the sign that it has gone too far. You cut siege damage to 80% of it was now and we are good to go. Siege will still be doing massive damage, but it won't 1 hit anyone, it won't be the go to in all scenarios, and it will still wreck people in sieging situations/give a defenders advantage. As of now, a couple oils and fire ballistas used by competent players can hold off infinity (I know because I've been doing it.).
Know what would make this change even better!?
Reintroduce Forward Camps into the game! Have them operate like they should have operated from the start... so that you can only respawn at them if you were killed in their radius...
The game would get even better! ..and the siege damage wouldn't seem quite so terrible to the people bothered by it.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more tools that bolsters a zerg. Seeing you guys think of ideas is terrifying. Please, please tell me that was a joke.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more actual reasons why that was a bad idea. Seeing you refusing to be constructive is terrifying. Please, please tell me that was a joke.
Real zergs are already insanely difficult to wipe these days due to how rezzing works. It is basically impossible after a certain size to wipe the zerg in anywhere, but them all sitting in a corner holding hands. Once it reaches that size no smaller group can wipe the zerg fast enough before they slide around you and rez up the dead. How do you think thats going to go when you allow forward camps again? Why do I even have to explain this to you? You're supposed to be this super, awesome, skilled, tactical, dynamic player by the way you talk about yourself in your posts.
Doesn't really matter if they resurrect each other to be honest. All you're doing is buying time until the reinforcements arrive. Best example I can give you is yesterday at Farragut. There was a whole raid of AD who front-doored it, it was only me and a couple of EP defending. We used siege and kitting as best as we could to destroy stragglers here and there. Even tho they would all rez each other multiple times, we bought enough time for IR and Havoc to come and kill the remaining ones.
Some of us don't want to play the game as delayers for others to come and rescue us. What you just described is one of the prime problems with siege right now, the solution to your problem was to get more people.
What I was trying to explain there is that it actually gives a chance to the lower numbers of defenders against larger numbers of attackers to do something useful for their faction. It also demotivates people from pvedooring unless they are organized (speced, geared and with some positioning and coordinating experience).
Before this change, no one could do anything against any inexperienced group of 20+ attackers. Now it actually matters and I think it should.
Frozy, we both agree. Siege needed a big increase in damage. But there should be a gray area, right now they overdid it. You can have siege be dangerous and give an extremely large defensive advantage, while also not making it the primary go to in every situation, every fight, whatsoever. Because as of now thats what fire ballista and other siege are used for. They are used everywhere, even if to kill 3 people. THAT is the sign that it has gone too far. You cut siege damage to 80% of it was now and we are good to go. Siege will still be doing massive damage, but it won't 1 hit anyone, it won't be the go to in all scenarios, and it will still wreck people in sieging situations/give a defenders advantage. As of now, a couple oils and fire ballistas used by competent players can hold off infinity (I know because I've been doing it.).
What do you think about the suggestion myself and others have proposed where you keep the current dmg but increase deployment time by a factor of "alot", so that it actually puts you at risk?
Know what would make this change even better!?
Reintroduce Forward Camps into the game! Have them operate like they should have operated from the start... so that you can only respawn at them if you were killed in their radius...
The game would get even better! ..and the siege damage wouldn't seem quite so terrible to the people bothered by it.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more tools that bolsters a zerg. Seeing you guys think of ideas is terrifying. Please, please tell me that was a joke.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more actual reasons why that was a bad idea. Seeing you refusing to be constructive is terrifying. Please, please tell me that was a joke.
Real zergs are already insanely difficult to wipe these days due to how rezzing works. It is basically impossible after a certain size to wipe the zerg in anywhere, but them all sitting in a corner holding hands. Once it reaches that size no smaller group can wipe the zerg fast enough before they slide around you and rez up the dead. How do you think thats going to go when you allow forward camps again? Why do I even have to explain this to you? You're supposed to be this super, awesome, skilled, tactical, dynamic player by the way you talk about yourself in your posts.
Doesn't really matter if they resurrect each other to be honest. All you're doing is buying time until the reinforcements arrive. Best example I can give you is yesterday at Farragut. There was a whole raid of AD who front-doored it, it was only me and a couple of EP defending. We used siege and kitting as best as we could to destroy stragglers here and there. Even tho they would all rez each other multiple times, we bought enough time for IR and Havoc to come and kill the remaining ones.
Some of us don't want to play the game as delayers for others to come and rescue us. What you just described is one of the prime problems with siege right now, the solution to your problem was to get more people.
What I was trying to explain there is that it actually gives a chance to the lower numbers of defenders against larger numbers of attackers to do something useful for their faction. It also demotivates people from pvedooring unless they are organized (speced, geared and with some positioning and coordinating experience).
Before this change, no one could do anything against any inexperienced group of 20+ attackers. Now it actually matters and I think it should.
Frozy, we both agree. Siege needed a big increase in damage. But there should be a gray area, right now they overdid it. You can have siege be dangerous and give an extremely large defensive advantage, while also not making it the primary go to in every situation, every fight, whatsoever. Because as of now thats what fire ballista and other siege are used for. They are used everywhere, even if to kill 3 people. THAT is the sign that it has gone too far. You cut siege damage to 80% of it was now and we are good to go. Siege will still be doing massive damage, but it won't 1 hit anyone, it won't be the go to in all scenarios, and it will still wreck people in sieging situations/give a defenders advantage. As of now, a couple oils and fire ballistas used by competent players can hold off infinity (I know because I've been doing it.).
What do you think about the suggestion myself and others have proposed where you keep the current dmg but increase deployment time by a factor of "alot", so that it actually puts you at risk?
NukeAllTheThings wrote: »What is a "real zerg"? How does it differ from a regular zerg? Is a group considered a zerg? Is a zerg a full raid party? I thought I had a pretty good idea what a zerg was but in the last week I have seen it applied selectively to back up varying viewpoints
Allow me to clarify what I meant before and you'll prolly know what I mean. Sure there are zergs everywhere, big raid groups, whatever. But I consider really a real zerg, the one that has a mind of its own in which usually there is a big raid group or two, then like... randoms that follow it around like this massive wrecking ball of mindlessness. It kind of just goes from 1 thing to another, super predictable, without really being able to stop it. There might have been organization once, but it just becomes a whole nother monster. Its at these levels where it starts to get so big and in a way disorganized that trying to wipe it is actually extremely difficult because its so big, and never quite together. As you push to the biggest clump, there are just randoms all around rezzing or whatnot. Its very difficult for an organized group to really every truly wipe it at that point. Everywhere you go, they die, but there are so many and spread out that you can never kill them fast enough before everyone is rezzed.
It is extremely difficult to wipe this group, you put forward camps back in, it will never be doable. Except if they all hold hands on the back flag in oil or something.
There are some simple tweaks that could be made to FCs to keep them from getting out of control:Know what would make this change even better!?
Reintroduce Forward Camps into the game! Have them operate like they should have operated from the start... so that you can only respawn at them if you were killed in their radius...
The game would get even better! ..and the siege damage wouldn't seem quite so terrible to the people bothered by it.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more tools that bolsters a zerg. Seeing you guys think of ideas is terrifying. Please, please tell me that was a joke.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more actual reasons why that was a bad idea. Seeing you refusing to be constructive is terrifying. Please, please tell me that was a joke.
Real zergs are already insanely difficult to wipe these days due to how rezzing works. It is basically impossible after a certain size to wipe the zerg in anywhere, but them all sitting in a corner holding hands. Once it reaches that size no smaller group can wipe the zerg fast enough before they slide around you and rez up the dead. How do you think thats going to go when you allow forward camps again? Why do I even have to explain this to you? You're supposed to be this super, awesome, skilled, tactical, dynamic player by the way you talk about yourself in your posts.
Maybe I'm such a "super, awesome, skilled, tactical, dynamic player" that I have faith in my ability to burn those camps down... lol
..And, no, I don't think I am... nor do I believe my posts suggest that. Your attitude, however... well, that's another story.
Camps can be placed anywhere, its very naive to think you're ever going to be able to fully stop them in most situations. Its like trying to stop water leaking with your bare hands.
Know what would make this change even better!?
Reintroduce Forward Camps into the game! Have them operate like they should have operated from the start... so that you can only respawn at them if you were killed in their radius...
The game would get even better! ..and the siege damage wouldn't seem quite so terrible to the people bothered by it.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more tools that bolsters a zerg. Seeing you guys think of ideas is terrifying. Please, please tell me that was a joke.
Oh god... No. No. No. No. No. No. No. No.
Lets give a few more actual reasons why that was a bad idea. Seeing you refusing to be constructive is terrifying. Please, please tell me that was a joke.
Real zergs are already insanely difficult to wipe these days due to how rezzing works. It is basically impossible after a certain size to wipe the zerg in anywhere, but them all sitting in a corner holding hands. Once it reaches that size no smaller group can wipe the zerg fast enough before they slide around you and rez up the dead. How do you think thats going to go when you allow forward camps again? Why do I even have to explain this to you? You're supposed to be this super, awesome, skilled, tactical, dynamic player by the way you talk about yourself in your posts.
Doesn't really matter if they resurrect each other to be honest. All you're doing is buying time until the reinforcements arrive. Best example I can give you is yesterday at Farragut. There was a whole raid of AD who front-doored it, it was only me and a couple of EP defending. We used siege and kitting as best as we could to destroy stragglers here and there. Even tho they would all rez each other multiple times, we bought enough time for IR and Havoc to come and kill the remaining ones.
Some of us don't want to play the game as delayers for others to come and rescue us. What you just described is one of the prime problems with siege right now, the solution to your problem was to get more people.
What I was trying to explain there is that it actually gives a chance to the lower numbers of defenders against larger numbers of attackers to do something useful for their faction. It also demotivates people from pvedooring unless they are organized (speced, geared and with some positioning and coordinating experience).
Before this change, no one could do anything against any inexperienced group of 20+ attackers. Now it actually matters and I think it should.
Frozy, we both agree. Siege needed a big increase in damage. But there should be a gray area, right now they overdid it. You can have siege be dangerous and give an extremely large defensive advantage, while also not making it the primary go to in every situation, every fight, whatsoever. Because as of now thats what fire ballista and other siege are used for. They are used everywhere, even if to kill 3 people. THAT is the sign that it has gone too far. You cut siege damage to 80% of it was now and we are good to go. Siege will still be doing massive damage, but it won't 1 hit anyone, it won't be the go to in all scenarios, and it will still wreck people in sieging situations/give a defenders advantage. As of now, a couple oils and fire ballistas used by competent players can hold off infinity (I know because I've been doing it.).