Really wanted to post what I just spent 10 minutes typing up.
Instead I'll just slam my head against this desk and move on.
Great thread, if you enjoy high blood pressure and theoretical tactics that don't work in practice.
God_flakes wrote: »10/10
Sad thing is some players truly enjoy clicking left button to make AP.
See : Don't take my siege weapon post on page 1.
http://forums.elderscrollsonline.com/en/discussion/263370/would-you-support-the-idea-of-making-siege-weapons-restricted-to-personal-use/p1
I mean - people all wigged out about their cold fires honestly believing it is their best method to earn AP sadden me so.
I don't get all the anti-siege elitism. Ap is Ap. Stop with the melodrama. It actually does take some skill to know where to position and aiming and making sure you're actually putting pain on groups of players who are blobbing, especially those who are moving fast. Siege is literally you're ONLY and best line of defense during an invasion. Sieging choke points can be very effective and lucrative at gates and bridges. It is just one more tool in the arsenal of warfare. Make the most of it. If getting owned by siege makes you THAT mad, maybe don't play a fantasy game based on medieval warfare?
Take any good pvper that you know and respect and have them fight and use their skills. Now take a level 20 and put him/her on a siege hitting the inner breach, and doing nothing but left clicking. There is a very good chance that the level 20 will make similar or greater amounts of AP than the really good pvper that not only has to employ their skill to get kills, but maneuver and stay alive in a hostile location. The level 20 is in minimal to no danger safely meatbagging from the outer 2nd floor battlement the entire fight.
That's just one reason for the anti siege elitism. The overtuned damage numbers, the fact that larger numbers are able to make better use of siege in the majority of engagements because they have the numbers to spare, the fact that we have these overtuned siege numbers in a meta of permaroots/snares and damage from other sources already being high, are other reasons.
Open an additional breach, use siege shield on the breach and everytime you stay stationary for more than a few seconds, move somewhere else on the map and force their defenses to spread to that new location, etc.
If you would think further than running in a tight ball sometimes.. Keeps are meant to be hard to not say impossible to take if well defended and if all you do is trying to run inside a single breach and win, well i'm sorry it's not how it works.
How many players do you have assigned on Siege Shield ?
How many times have you ordered your troups to get an additional breach down?
How many times have you ordered your troups to move away from a location with too much people?
What I read in the forums from you is "We are the ultimate zerg breaker. When we arrive and wipe the zerg, we save the day and the lag". What you do in reality is making it worse for the time being and getting aps.
I swear to Ruptga, for those of you in DC, if you are magicka RUN A DAMN SIEGE SHIELD! Tired of having to put this heavy magicka skill on my bar as a Stam nighblade trying to getting people through a breech.
Also, in and to the left, or in and to the right. Don't be a breech tourist, standing at the hole, looking around and getting shot in the face. You've seen it before (we used to own it).
10/10
Sad thing is some players truly enjoy clicking left button to make AP.
See : Don't take my siege weapon post on page 1.
http://forums.elderscrollsonline.com/en/discussion/263370/would-you-support-the-idea-of-making-siege-weapons-restricted-to-personal-use/p1
I mean - people all wigged out about their cold fires honestly believing it is their best method to earn AP sadden me so.
God_flakes wrote: »10/10
Sad thing is some players truly enjoy clicking left button to make AP.
See : Don't take my siege weapon post on page 1.
http://forums.elderscrollsonline.com/en/discussion/263370/would-you-support-the-idea-of-making-siege-weapons-restricted-to-personal-use/p1
I mean - people all wigged out about their cold fires honestly believing it is their best method to earn AP sadden me so.
I don't get all the anti-siege elitism. Ap is Ap. Stop with the melodrama. It actually does take some skill to know where to position and aiming and making sure you're actually putting pain on groups of players who are blobbing, especially those who are moving fast. Siege is literally you're ONLY and best line of defense during an invasion. Sieging choke points can be very effective and lucrative at gates and bridges. It is just one more tool in the arsenal of warfare. Make the most of it. If getting owned by siege makes you THAT mad, maybe don't play a fantasy game based on medieval warfare?
Take any good pvper that you know and respect and have them fight and use their skills. Now take a level 20 and put him/her on a siege hitting the inner breach, and doing nothing but left clicking. There is a very good chance that the level 20 will make similar or greater amounts of AP than the really good pvper that not only has to employ their skill to get kills, but maneuver and stay alive in a hostile location. The level 20 is in minimal to no danger safely meatbagging from the outer 2nd floor battlement the entire fight.
That's just one reason for the anti siege elitism. The overtuned damage numbers, the fact that larger numbers are able to make better use of siege in the majority of engagements because they have the numbers to spare, the fact that we have these overtuned siege numbers in a meta of permaroots/snares and damage from other sources already being high, are other reasons.
Open an additional breach, use siege shield on the breach and everytime you stay stationary for more than a few seconds, move somewhere else on the map and force their defenses to spread to that new location, etc.
If you would think further than running in a tight ball sometimes.. Keeps are meant to be hard to not say impossible to take if well defended and if all you do is trying to run inside a single breach and win, well i'm sorry it's not how it works.
How many players do you have assigned on Siege Shield ?
How many times have you ordered your troups to get an additional breach down?
How many times have you ordered your troups to move away from a location with too much people?
What I read in the forums from you is "We are the ultimate zerg breaker. When we arrive and wipe the zerg, we save the day and the lag". What you do in reality is making it worse for the time being and getting aps.
Aside from Emp siege, I don't have a problem with siege in 2.3. But I haven't blobbed up since January, so perhaps that's why. I suppose the same goes for VD.
I tend to think the issue is player consolidation. In keep fights that aren't highly saturated with players, siege doesn't seem to be a big deal. I think this is because the RoI becomes low and it is deployed less.
It seems to me that some large groups are being sucked into bad, spammy lagfests for the reason most players are: AP. You know what's waiting for you at Chalman, and you go anyway. For the map? No. To find a good fight? No. Everyone is there for the tick.
I can't believe ZOS still can't figure out how to spread players out. @ZOS_BrianWheeler are you even trying? To start, perhaps considering changing the condition for deposing an Emp.
Ghost-Shot wrote: »God_flakes wrote: »10/10
Sad thing is some players truly enjoy clicking left button to make AP.
See : Don't take my siege weapon post on page 1.
http://forums.elderscrollsonline.com/en/discussion/263370/would-you-support-the-idea-of-making-siege-weapons-restricted-to-personal-use/p1
I mean - people all wigged out about their cold fires honestly believing it is their best method to earn AP sadden me so.
I don't get all the anti-siege elitism. Ap is Ap. Stop with the melodrama. It actually does take some skill to know where to position and aiming and making sure you're actually putting pain on groups of players who are blobbing, especially those who are moving fast. Siege is literally you're ONLY and best line of defense during an invasion. Sieging choke points can be very effective and lucrative at gates and bridges. It is just one more tool in the arsenal of warfare. Make the most of it. If getting owned by siege makes you THAT mad, maybe don't play a fantasy game based on medieval warfare?
Take any good pvper that you know and respect and have them fight and use their skills. Now take a level 20 and put him/her on a siege hitting the inner breach, and doing nothing but left clicking. There is a very good chance that the level 20 will make similar or greater amounts of AP than the really good pvper that not only has to employ their skill to get kills, but maneuver and stay alive in a hostile location. The level 20 is in minimal to no danger safely meatbagging from the outer 2nd floor battlement the entire fight.
That's just one reason for the anti siege elitism. The overtuned damage numbers, the fact that larger numbers are able to make better use of siege in the majority of engagements because they have the numbers to spare, the fact that we have these overtuned siege numbers in a meta of permaroots/snares and damage from other sources already being high, are other reasons.
Open an additional breach, use siege shield on the breach and everytime you stay stationary for more than a few seconds, move somewhere else on the map and force their defenses to spread to that new location, etc.
If you would think further than running in a tight ball sometimes.. Keeps are meant to be hard to not say impossible to take if well defended and if all you do is trying to run inside a single breach and win, well i'm sorry it's not how it works.
How many players do you have assigned on Siege Shield ?
How many times have you ordered your troups to get an additional breach down?
How many times have you ordered your troups to move away from a location with too much people?
What I read in the forums from you is "We are the ultimate zerg breaker. When we arrive and wipe the zerg, we save the day and the lag". What you do in reality is making it worse for the time being and getting aps.
The additional breach tactic really just doesn't make sense in practice man, just let it go.
God_flakes wrote: »Breach tourist
Ghost-Shot wrote: »God_flakes wrote: »10/10
Sad thing is some players truly enjoy clicking left button to make AP.
See : Don't take my siege weapon post on page 1.
http://forums.elderscrollsonline.com/en/discussion/263370/would-you-support-the-idea-of-making-siege-weapons-restricted-to-personal-use/p1
I mean - people all wigged out about their cold fires honestly believing it is their best method to earn AP sadden me so.
I don't get all the anti-siege elitism. Ap is Ap. Stop with the melodrama. It actually does take some skill to know where to position and aiming and making sure you're actually putting pain on groups of players who are blobbing, especially those who are moving fast. Siege is literally you're ONLY and best line of defense during an invasion. Sieging choke points can be very effective and lucrative at gates and bridges. It is just one more tool in the arsenal of warfare. Make the most of it. If getting owned by siege makes you THAT mad, maybe don't play a fantasy game based on medieval warfare?
Take any good pvper that you know and respect and have them fight and use their skills. Now take a level 20 and put him/her on a siege hitting the inner breach, and doing nothing but left clicking. There is a very good chance that the level 20 will make similar or greater amounts of AP than the really good pvper that not only has to employ their skill to get kills, but maneuver and stay alive in a hostile location. The level 20 is in minimal to no danger safely meatbagging from the outer 2nd floor battlement the entire fight.
That's just one reason for the anti siege elitism. The overtuned damage numbers, the fact that larger numbers are able to make better use of siege in the majority of engagements because they have the numbers to spare, the fact that we have these overtuned siege numbers in a meta of permaroots/snares and damage from other sources already being high, are other reasons.
Open an additional breach, use siege shield on the breach and everytime you stay stationary for more than a few seconds, move somewhere else on the map and force their defenses to spread to that new location, etc.
If you would think further than running in a tight ball sometimes.. Keeps are meant to be hard to not say impossible to take if well defended and if all you do is trying to run inside a single breach and win, well i'm sorry it's not how it works.
How many players do you have assigned on Siege Shield ?
How many times have you ordered your troups to get an additional breach down?
How many times have you ordered your troups to move away from a location with too much people?
What I read in the forums from you is "We are the ultimate zerg breaker. When we arrive and wipe the zerg, we save the day and the lag". What you do in reality is making it worse for the time being and getting aps.
The additional breach tactic really just doesn't make sense in practice man, just let it go.
God_flakes wrote: »Ghost-Shot wrote: »God_flakes wrote: »10/10
Sad thing is some players truly enjoy clicking left button to make AP.
See : Don't take my siege weapon post on page 1.
http://forums.elderscrollsonline.com/en/discussion/263370/would-you-support-the-idea-of-making-siege-weapons-restricted-to-personal-use/p1
I mean - people all wigged out about their cold fires honestly believing it is their best method to earn AP sadden me so.
I don't get all the anti-siege elitism. Ap is Ap. Stop with the melodrama. It actually does take some skill to know where to position and aiming and making sure you're actually putting pain on groups of players who are blobbing, especially those who are moving fast. Siege is literally you're ONLY and best line of defense during an invasion. Sieging choke points can be very effective and lucrative at gates and bridges. It is just one more tool in the arsenal of warfare. Make the most of it. If getting owned by siege makes you THAT mad, maybe don't play a fantasy game based on medieval warfare?
Take any good pvper that you know and respect and have them fight and use their skills. Now take a level 20 and put him/her on a siege hitting the inner breach, and doing nothing but left clicking. There is a very good chance that the level 20 will make similar or greater amounts of AP than the really good pvper that not only has to employ their skill to get kills, but maneuver and stay alive in a hostile location. The level 20 is in minimal to no danger safely meatbagging from the outer 2nd floor battlement the entire fight.
That's just one reason for the anti siege elitism. The overtuned damage numbers, the fact that larger numbers are able to make better use of siege in the majority of engagements because they have the numbers to spare, the fact that we have these overtuned siege numbers in a meta of permaroots/snares and damage from other sources already being high, are other reasons.
Open an additional breach, use siege shield on the breach and everytime you stay stationary for more than a few seconds, move somewhere else on the map and force their defenses to spread to that new location, etc.
If you would think further than running in a tight ball sometimes.. Keeps are meant to be hard to not say impossible to take if well defended and if all you do is trying to run inside a single breach and win, well i'm sorry it's not how it works.
How many players do you have assigned on Siege Shield ?
How many times have you ordered your troups to get an additional breach down?
How many times have you ordered your troups to move away from a location with too much people?
What I read in the forums from you is "We are the ultimate zerg breaker. When we arrive and wipe the zerg, we save the day and the lag". What you do in reality is making it worse for the time being and getting aps.
The additional breach tactic really just doesn't make sense in practice man, just let it go.
False. Dummy breaches work brilliantly. Occupy the potatoes while you focus the real breach.
Ghost-Shot wrote: »God_flakes wrote: »10/10
Sad thing is some players truly enjoy clicking left button to make AP.
See : Don't take my siege weapon post on page 1.
http://forums.elderscrollsonline.com/en/discussion/263370/would-you-support-the-idea-of-making-siege-weapons-restricted-to-personal-use/p1
I mean - people all wigged out about their cold fires honestly believing it is their best method to earn AP sadden me so.
I don't get all the anti-siege elitism. Ap is Ap. Stop with the melodrama. It actually does take some skill to know where to position and aiming and making sure you're actually putting pain on groups of players who are blobbing, especially those who are moving fast. Siege is literally you're ONLY and best line of defense during an invasion. Sieging choke points can be very effective and lucrative at gates and bridges. It is just one more tool in the arsenal of warfare. Make the most of it. If getting owned by siege makes you THAT mad, maybe don't play a fantasy game based on medieval warfare?
Take any good pvper that you know and respect and have them fight and use their skills. Now take a level 20 and put him/her on a siege hitting the inner breach, and doing nothing but left clicking. There is a very good chance that the level 20 will make similar or greater amounts of AP than the really good pvper that not only has to employ their skill to get kills, but maneuver and stay alive in a hostile location. The level 20 is in minimal to no danger safely meatbagging from the outer 2nd floor battlement the entire fight.
That's just one reason for the anti siege elitism. The overtuned damage numbers, the fact that larger numbers are able to make better use of siege in the majority of engagements because they have the numbers to spare, the fact that we have these overtuned siege numbers in a meta of permaroots/snares and damage from other sources already being high, are other reasons.
Open an additional breach, use siege shield on the breach and everytime you stay stationary for more than a few seconds, move somewhere else on the map and force their defenses to spread to that new location, etc.
If you would think further than running in a tight ball sometimes.. Keeps are meant to be hard to not say impossible to take if well defended and if all you do is trying to run inside a single breach and win, well i'm sorry it's not how it works.
How many players do you have assigned on Siege Shield ?
How many times have you ordered your troups to get an additional breach down?
How many times have you ordered your troups to move away from a location with too much people?
What I read in the forums from you is "We are the ultimate zerg breaker. When we arrive and wipe the zerg, we save the day and the lag". What you do in reality is making it worse for the time being and getting aps.
The additional breach tactic really just doesn't make sense in practice man, just let it go.
Could you elaborate on how it doesn't make any sense in practice instead of throwing poor arguments and troll attempts? I've done it several times in the past when trying to dethrone.
Opening an additional breach force defenders to spread their forces inside, it also creates a better opening with offensive sieges, it makes it easier to cover the whole courtyard, it prevents enemies from dropping forward camps inside the perimeter and finally, it helps to covers all the entrances and make sure that reinforcements can't make it inside alive.
Anything better to say than "this thread got frozn'd" or "let it go" ?
God_flakes wrote: »Ghost-Shot wrote: »God_flakes wrote: »10/10
Sad thing is some players truly enjoy clicking left button to make AP.
See : Don't take my siege weapon post on page 1.
http://forums.elderscrollsonline.com/en/discussion/263370/would-you-support-the-idea-of-making-siege-weapons-restricted-to-personal-use/p1
I mean - people all wigged out about their cold fires honestly believing it is their best method to earn AP sadden me so.
I don't get all the anti-siege elitism. Ap is Ap. Stop with the melodrama. It actually does take some skill to know where to position and aiming and making sure you're actually putting pain on groups of players who are blobbing, especially those who are moving fast. Siege is literally you're ONLY and best line of defense during an invasion. Sieging choke points can be very effective and lucrative at gates and bridges. It is just one more tool in the arsenal of warfare. Make the most of it. If getting owned by siege makes you THAT mad, maybe don't play a fantasy game based on medieval warfare?
Take any good pvper that you know and respect and have them fight and use their skills. Now take a level 20 and put him/her on a siege hitting the inner breach, and doing nothing but left clicking. There is a very good chance that the level 20 will make similar or greater amounts of AP than the really good pvper that not only has to employ their skill to get kills, but maneuver and stay alive in a hostile location. The level 20 is in minimal to no danger safely meatbagging from the outer 2nd floor battlement the entire fight.
That's just one reason for the anti siege elitism. The overtuned damage numbers, the fact that larger numbers are able to make better use of siege in the majority of engagements because they have the numbers to spare, the fact that we have these overtuned siege numbers in a meta of permaroots/snares and damage from other sources already being high, are other reasons.
Open an additional breach, use siege shield on the breach and everytime you stay stationary for more than a few seconds, move somewhere else on the map and force their defenses to spread to that new location, etc.
If you would think further than running in a tight ball sometimes.. Keeps are meant to be hard to not say impossible to take if well defended and if all you do is trying to run inside a single breach and win, well i'm sorry it's not how it works.
How many players do you have assigned on Siege Shield ?
How many times have you ordered your troups to get an additional breach down?
How many times have you ordered your troups to move away from a location with too much people?
What I read in the forums from you is "We are the ultimate zerg breaker. When we arrive and wipe the zerg, we save the day and the lag". What you do in reality is making it worse for the time being and getting aps.
The additional breach tactic really just doesn't make sense in practice man, just let it go.
False. Dummy breaches work brilliantly. Occupy the potatoes while you focus the real breach.
Let me clarify. Multiple breaches, particularly on the inner, don't work for a single group. I know you've seen how quickly walls get repaired now. I know you're smart enough to understand why it's dumb to send even one, much less multiple people to the other side of the inner to siege from there too.
These tactics work fine when you have multiple raids, or multiple guilds coordinating. But if the meta promotes, or requires multiple groups for objective play, anyone defending that is bananas imo. The tactics frozn repeats over and over only work when backed up by multiple raids of pact militia and the occasional invictus or haxus group. You should not have to play around poorly implemented mechanics by adopting approaches requiring multiple raids, and if you are, those mechanics are problems that need to be addressed.
Though everyone zergs, some of my favorite fights of late have been pushing roebeck with fantasia defending. Our raid against theirs, plus some scattered pugs on both sides. Not our raid, plus saramis, plus guard, plus pugs, against haxus, 2 raids of pact militia, an emp, a small invictus group, red pugs, a yellow group sitting on siege, all fighting over a single keep in terribad ping. "Multiple breaches" means multiple groups and atrocious performance, denying that is silly.
The best counter is multiple breaches, but there is a huge problem with that idea. That tactic only really works if you outnumber the opponent. The core problem with siege is that it will always favor the larger numbers. Personally I do not want to win a battle because I outnumber the opponent.
God_flakes wrote: »Ghost-Shot wrote: »God_flakes wrote: »10/10
Sad thing is some players truly enjoy clicking left button to make AP.
See : Don't take my siege weapon post on page 1.
http://forums.elderscrollsonline.com/en/discussion/263370/would-you-support-the-idea-of-making-siege-weapons-restricted-to-personal-use/p1
I mean - people all wigged out about their cold fires honestly believing it is their best method to earn AP sadden me so.
I don't get all the anti-siege elitism. Ap is Ap. Stop with the melodrama. It actually does take some skill to know where to position and aiming and making sure you're actually putting pain on groups of players who are blobbing, especially those who are moving fast. Siege is literally you're ONLY and best line of defense during an invasion. Sieging choke points can be very effective and lucrative at gates and bridges. It is just one more tool in the arsenal of warfare. Make the most of it. If getting owned by siege makes you THAT mad, maybe don't play a fantasy game based on medieval warfare?
Take any good pvper that you know and respect and have them fight and use their skills. Now take a level 20 and put him/her on a siege hitting the inner breach, and doing nothing but left clicking. There is a very good chance that the level 20 will make similar or greater amounts of AP than the really good pvper that not only has to employ their skill to get kills, but maneuver and stay alive in a hostile location. The level 20 is in minimal to no danger safely meatbagging from the outer 2nd floor battlement the entire fight.
That's just one reason for the anti siege elitism. The overtuned damage numbers, the fact that larger numbers are able to make better use of siege in the majority of engagements because they have the numbers to spare, the fact that we have these overtuned siege numbers in a meta of permaroots/snares and damage from other sources already being high, are other reasons.
Open an additional breach, use siege shield on the breach and everytime you stay stationary for more than a few seconds, move somewhere else on the map and force their defenses to spread to that new location, etc.
If you would think further than running in a tight ball sometimes.. Keeps are meant to be hard to not say impossible to take if well defended and if all you do is trying to run inside a single breach and win, well i'm sorry it's not how it works.
How many players do you have assigned on Siege Shield ?
How many times have you ordered your troups to get an additional breach down?
How many times have you ordered your troups to move away from a location with too much people?
What I read in the forums from you is "We are the ultimate zerg breaker. When we arrive and wipe the zerg, we save the day and the lag". What you do in reality is making it worse for the time being and getting aps.
The additional breach tactic really just doesn't make sense in practice man, just let it go.
False. Dummy breaches work brilliantly. Occupy the potatoes while you focus the real breach.
Let me clarify. Multiple breaches, particularly on the inner, don't work for a single group. I know you've seen how quickly walls get repaired now. I know you're smart enough to understand why it's dumb to send even one, much less multiple people to the other side of the inner to siege from there too.
These tactics work fine when you have multiple raids, or multiple guilds coordinating. But if the meta promotes, or requires multiple groups for objective play, anyone defending that is bananas imo. The tactics frozn repeats over and over only work when backed up by multiple raids of pact militia and the occasional invictus or haxus group. You should not have to play around poorly implemented mechanics by adopting approaches requiring multiple raids, and if you are, those mechanics are problems that need to be addressed.
Though everyone zergs, some of my favorite fights of late have been pushing roebeck with fantasia defending. Our raid against theirs, plus some scattered pugs on both sides. Not our raid, plus saramis, plus guard, plus pugs, against haxus, 2 raids of pact militia, an emp, a small invictus group, red pugs, a yellow group sitting on siege, all fighting over a single keep in terribad ping. "Multiple breaches" means multiple groups and atrocious performance, denying that is silly.
God_flakes wrote: »God_flakes wrote: »Ghost-Shot wrote: »God_flakes wrote: »10/10
Sad thing is some players truly enjoy clicking left button to make AP.
See : Don't take my siege weapon post on page 1.
http://forums.elderscrollsonline.com/en/discussion/263370/would-you-support-the-idea-of-making-siege-weapons-restricted-to-personal-use/p1
I mean - people all wigged out about their cold fires honestly believing it is their best method to earn AP sadden me so.
I don't get all the anti-siege elitism. Ap is Ap. Stop with the melodrama. It actually does take some skill to know where to position and aiming and making sure you're actually putting pain on groups of players who are blobbing, especially those who are moving fast. Siege is literally you're ONLY and best line of defense during an invasion. Sieging choke points can be very effective and lucrative at gates and bridges. It is just one more tool in the arsenal of warfare. Make the most of it. If getting owned by siege makes you THAT mad, maybe don't play a fantasy game based on medieval warfare?
Take any good pvper that you know and respect and have them fight and use their skills. Now take a level 20 and put him/her on a siege hitting the inner breach, and doing nothing but left clicking. There is a very good chance that the level 20 will make similar or greater amounts of AP than the really good pvper that not only has to employ their skill to get kills, but maneuver and stay alive in a hostile location. The level 20 is in minimal to no danger safely meatbagging from the outer 2nd floor battlement the entire fight.
That's just one reason for the anti siege elitism. The overtuned damage numbers, the fact that larger numbers are able to make better use of siege in the majority of engagements because they have the numbers to spare, the fact that we have these overtuned siege numbers in a meta of permaroots/snares and damage from other sources already being high, are other reasons.
Open an additional breach, use siege shield on the breach and everytime you stay stationary for more than a few seconds, move somewhere else on the map and force their defenses to spread to that new location, etc.
If you would think further than running in a tight ball sometimes.. Keeps are meant to be hard to not say impossible to take if well defended and if all you do is trying to run inside a single breach and win, well i'm sorry it's not how it works.
How many players do you have assigned on Siege Shield ?
How many times have you ordered your troups to get an additional breach down?
How many times have you ordered your troups to move away from a location with too much people?
What I read in the forums from you is "We are the ultimate zerg breaker. When we arrive and wipe the zerg, we save the day and the lag". What you do in reality is making it worse for the time being and getting aps.
The additional breach tactic really just doesn't make sense in practice man, just let it go.
False. Dummy breaches work brilliantly. Occupy the potatoes while you focus the real breach.
Let me clarify. Multiple breaches, particularly on the inner, don't work for a single group. I know you've seen how quickly walls get repaired now. I know you're smart enough to understand why it's dumb to send even one, much less multiple people to the other side of the inner to siege from there too.
These tactics work fine when you have multiple raids, or multiple guilds coordinating. But if the meta promotes, or requires multiple groups for objective play, anyone defending that is bananas imo. The tactics frozn repeats over and over only work when backed up by multiple raids of pact militia and the occasional invictus or haxus group. You should not have to play around poorly implemented mechanics by adopting approaches requiring multiple raids, and if you are, those mechanics are problems that need to be addressed.
Though everyone zergs, some of my favorite fights of late have been pushing roebeck with fantasia defending. Our raid against theirs, plus some scattered pugs on both sides. Not our raid, plus saramis, plus guard, plus pugs, against haxus, 2 raids of pact militia, an emp, a small invictus group, red pugs, a yellow group sitting on siege, all fighting over a single keep in terribad ping. "Multiple breaches" means multiple groups and atrocious performance, denying that is silly.
Yes, when you're a small group or only one raid trying to open the inner, it doesn't make sense to open multiple doors. But when a keep is heavily defended and multiple teams are trying to take a keep...sometimes making Swiss cheese of a keep is the only tactic that works. It scatters the defenders. However, as in the case of the Chal defense last week, it didn't work for the AD and EP trying to kick DC out. Mostly because we had a whole, whole lot of DC defending. The large scale fights you're talking about are usually dethrone keeps...and well we all know we're at the mercy of that mechanic. It is what it is. I've come to accept it (until it's changed) and I've given to saying "winners never quit and quitters never win". We may have to fight through the lag and load screens and our keyboard rage -but at the end of the fight if we lose we can at least say we gave it all we had.
Let's be honest, the amount of critical thinking you put into your "poke more holes" strategy doesn't really warrant more response than that.Anything better to say than "this thread got frozn'd" or "let it go" ?
HoloYoitsu wrote: »Let's be honest, the amount of critical thinking you put into your "poke more holes" strategy doesn't really warrant more response than that.Anything better to say than "this thread got frozn'd" or "let it go" ?
- For multiple breaches to be at all meaningful, the attacker needs to outnumber the defenders drastically in order to be able to set up, maintain and defend siege on multiple sides of the keep.
- The attacking force is forced to split over a larger distance around the outside of the keep than the defending force is forced to on the inside. The defenders can choose to sally from their walls as a single group to overwhelm and wipe any portion of the fragmented attackers outside, before repairing the breach in seconds and repeating on the next side of the keep. This is how it works when you have even numbers on both sides.
- Even when you have multiple breaches, you only go in through one unless you're just dumb.
- Putting multiple breaches in a keep doesn't stop defenders from putting FCs, FCs literally only need to be free for 2 seconds for a raid to rez up. The only time defenders can't put down FCs is when they are being zergged to hell.
- The times you see contested keeps finally fall after getting multiple breaches in them isn't because multiple breaches were made, that is confusing causality. The keep fell because the attackers finally outnumbered the defenders sooooo much that they got zergged the hell down - that the attackers were able to make and maintain multiple breaches is a sign of how large a zerg they had amassed.
Still waiting on that 30 min video of you solo spamming Bombard in the middle of a raid.
God_flakes wrote: »God_flakes wrote: »Ghost-Shot wrote: »God_flakes wrote: »10/10
Sad thing is some players truly enjoy clicking left button to make AP.
See : Don't take my siege weapon post on page 1.
http://forums.elderscrollsonline.com/en/discussion/263370/would-you-support-the-idea-of-making-siege-weapons-restricted-to-personal-use/p1
I mean - people all wigged out about their cold fires honestly believing it is their best method to earn AP sadden me so.
I don't get all the anti-siege elitism. Ap is Ap. Stop with the melodrama. It actually does take some skill to know where to position and aiming and making sure you're actually putting pain on groups of players who are blobbing, especially those who are moving fast. Siege is literally you're ONLY and best line of defense during an invasion. Sieging choke points can be very effective and lucrative at gates and bridges. It is just one more tool in the arsenal of warfare. Make the most of it. If getting owned by siege makes you THAT mad, maybe don't play a fantasy game based on medieval warfare?
Take any good pvper that you know and respect and have them fight and use their skills. Now take a level 20 and put him/her on a siege hitting the inner breach, and doing nothing but left clicking. There is a very good chance that the level 20 will make similar or greater amounts of AP than the really good pvper that not only has to employ their skill to get kills, but maneuver and stay alive in a hostile location. The level 20 is in minimal to no danger safely meatbagging from the outer 2nd floor battlement the entire fight.
That's just one reason for the anti siege elitism. The overtuned damage numbers, the fact that larger numbers are able to make better use of siege in the majority of engagements because they have the numbers to spare, the fact that we have these overtuned siege numbers in a meta of permaroots/snares and damage from other sources already being high, are other reasons.
Open an additional breach, use siege shield on the breach and everytime you stay stationary for more than a few seconds, move somewhere else on the map and force their defenses to spread to that new location, etc.
If you would think further than running in a tight ball sometimes.. Keeps are meant to be hard to not say impossible to take if well defended and if all you do is trying to run inside a single breach and win, well i'm sorry it's not how it works.
How many players do you have assigned on Siege Shield ?
How many times have you ordered your troups to get an additional breach down?
How many times have you ordered your troups to move away from a location with too much people?
What I read in the forums from you is "We are the ultimate zerg breaker. When we arrive and wipe the zerg, we save the day and the lag". What you do in reality is making it worse for the time being and getting aps.
The additional breach tactic really just doesn't make sense in practice man, just let it go.
False. Dummy breaches work brilliantly. Occupy the potatoes while you focus the real breach.
Let me clarify. Multiple breaches, particularly on the inner, don't work for a single group. I know you've seen how quickly walls get repaired now. I know you're smart enough to understand why it's dumb to send even one, much less multiple people to the other side of the inner to siege from there too.
These tactics work fine when you have multiple raids, or multiple guilds coordinating. But if the meta promotes, or requires multiple groups for objective play, anyone defending that is bananas imo. The tactics frozn repeats over and over only work when backed up by multiple raids of pact militia and the occasional invictus or haxus group. You should not have to play around poorly implemented mechanics by adopting approaches requiring multiple raids, and if you are, those mechanics are problems that need to be addressed.
Though everyone zergs, some of my favorite fights of late have been pushing roebeck with fantasia defending. Our raid against theirs, plus some scattered pugs on both sides. Not our raid, plus saramis, plus guard, plus pugs, against haxus, 2 raids of pact militia, an emp, a small invictus group, red pugs, a yellow group sitting on siege, all fighting over a single keep in terribad ping. "Multiple breaches" means multiple groups and atrocious performance, denying that is silly.
Yes, when you're a small group or only one raid trying to open the inner, it doesn't make sense to open multiple doors. But when a keep is heavily defended and multiple teams are trying to take a keep...sometimes making Swiss cheese of a keep is the only tactic that works. It scatters the defenders. However, as in the case of the Chal defense last week, it didn't work for the AD and EP trying to kick DC out. Mostly because we had a whole, whole lot of DC defending. The large scale fights you're talking about are usually dethrone keeps...and well we all know we're at the mercy of that mechanic. It is what it is. I've come to accept it (until it's changed) and I've given to saying "winners never quit and quitters never win". We may have to fight through the lag and load screens and our keyboard rage -but at the end of the fight if we lose we can at least say we gave it all we had.
Therein lies the problem though. When complaints about siege are brought up, particularly for a single group trying to assault a keep, frozn sweeps in and starts talking about multiple breaches like that's an intelligent answer. The problem is one group against one or more groups plus overtuned siege. How does that one group push in? If the answer is get another group to siege down another inner breach, that's lunacy, and that's the thieves guild patch. I'm talking regular keeps here, not dethrones - so with that as the backdrop, how can one justify this meta, particularly the siege numbers? Bananas I say, b, a n, a, n, a, s, this *** is bananas.
HoloYoitsu wrote: »Let's be honest, the amount of critical thinking you put into your "poke more holes" strategy doesn't really warrant more response than that.Anything better to say than "this thread got frozn'd" or "let it go" ?
- For multiple breaches to be at all meaningful, the attacker needs to outnumber the defenders drastically in order to be able to set up, maintain and defend siege on multiple sides of the keep.
- The attacking force is forced to split over a larger distance around the outside of the keep than the defending force is forced to on the inside. The defenders can choose to sally from their walls as a single group to overwhelm and wipe any portion of the fragmented attackers outside, before repairing the breach in seconds and repeating on the next side of the keep. This is how it works when you have even numbers on both sides.
- Even when you have multiple breaches, you only go in through one unless you're just dumb.
- Putting multiple breaches in a keep doesn't stop defenders from putting FCs, FCs literally only need to be free for 2 seconds for a raid to rez up. The only time defenders can't put down FCs is when they are being zergged to hell.
- The times you see contested keeps finally fall after getting multiple breaches in them isn't because multiple breaches were made, that is confusing causality. The keep fell because the attackers finally outnumbered the defenders sooooo much that they got zergged the hell down - that the attackers were able to make and maintain multiple breaches is a sign of how large a zerg they had amassed.
Still waiting on that 30 min video of you solo spamming Bombard in the middle of a raid.
We're talking about two issues.God_flakes wrote: »God_flakes wrote: »God_flakes wrote: »Ghost-Shot wrote: »God_flakes wrote: »10/10
Sad thing is some players truly enjoy clicking left button to make AP.
See : Don't take my siege weapon post on page 1.
http://forums.elderscrollsonline.com/en/discussion/263370/would-you-support-the-idea-of-making-siege-weapons-restricted-to-personal-use/p1
I mean - people all wigged out about their cold fires honestly believing it is their best method to earn AP sadden me so.
I don't get all the anti-siege elitism. Ap is Ap. Stop with the melodrama. It actually does take some skill to know where to position and aiming and making sure you're actually putting pain on groups of players who are blobbing, especially those who are moving fast. Siege is literally you're ONLY and best line of defense during an invasion. Sieging choke points can be very effective and lucrative at gates and bridges. It is just one more tool in the arsenal of warfare. Make the most of it. If getting owned by siege makes you THAT mad, maybe don't play a fantasy game based on medieval warfare?
Take any good pvper that you know and respect and have them fight and use their skills. Now take a level 20 and put him/her on a siege hitting the inner breach, and doing nothing but left clicking. There is a very good chance that the level 20 will make similar or greater amounts of AP than the really good pvper that not only has to employ their skill to get kills, but maneuver and stay alive in a hostile location. The level 20 is in minimal to no danger safely meatbagging from the outer 2nd floor battlement the entire fight.
That's just one reason for the anti siege elitism. The overtuned damage numbers, the fact that larger numbers are able to make better use of siege in the majority of engagements because they have the numbers to spare, the fact that we have these overtuned siege numbers in a meta of permaroots/snares and damage from other sources already being high, are other reasons.
Open an additional breach, use siege shield on the breach and everytime you stay stationary for more than a few seconds, move somewhere else on the map and force their defenses to spread to that new location, etc.
If you would think further than running in a tight ball sometimes.. Keeps are meant to be hard to not say impossible to take if well defended and if all you do is trying to run inside a single breach and win, well i'm sorry it's not how it works.
How many players do you have assigned on Siege Shield ?
How many times have you ordered your troups to get an additional breach down?
How many times have you ordered your troups to move away from a location with too much people?
What I read in the forums from you is "We are the ultimate zerg breaker. When we arrive and wipe the zerg, we save the day and the lag". What you do in reality is making it worse for the time being and getting aps.
The additional breach tactic really just doesn't make sense in practice man, just let it go.
False. Dummy breaches work brilliantly. Occupy the potatoes while you focus the real breach.
Let me clarify. Multiple breaches, particularly on the inner, don't work for a single group. I know you've seen how quickly walls get repaired now. I know you're smart enough to understand why it's dumb to send even one, much less multiple people to the other side of the inner to siege from there too.
These tactics work fine when you have multiple raids, or multiple guilds coordinating. But if the meta promotes, or requires multiple groups for objective play, anyone defending that is bananas imo. The tactics frozn repeats over and over only work when backed up by multiple raids of pact militia and the occasional invictus or haxus group. You should not have to play around poorly implemented mechanics by adopting approaches requiring multiple raids, and if you are, those mechanics are problems that need to be addressed.
Though everyone zergs, some of my favorite fights of late have been pushing roebeck with fantasia defending. Our raid against theirs, plus some scattered pugs on both sides. Not our raid, plus saramis, plus guard, plus pugs, against haxus, 2 raids of pact militia, an emp, a small invictus group, red pugs, a yellow group sitting on siege, all fighting over a single keep in terribad ping. "Multiple breaches" means multiple groups and atrocious performance, denying that is silly.
Yes, when you're a small group or only one raid trying to open the inner, it doesn't make sense to open multiple doors. But when a keep is heavily defended and multiple teams are trying to take a keep...sometimes making Swiss cheese of a keep is the only tactic that works. It scatters the defenders. However, as in the case of the Chal defense last week, it didn't work for the AD and EP trying to kick DC out. Mostly because we had a whole, whole lot of DC defending. The large scale fights you're talking about are usually dethrone keeps...and well we all know we're at the mercy of that mechanic. It is what it is. I've come to accept it (until it's changed) and I've given to saying "winners never quit and quitters never win". We may have to fight through the lag and load screens and our keyboard rage -but at the end of the fight if we lose we can at least say we gave it all we had.
Therein lies the problem though. When complaints about siege are brought up, particularly for a single group trying to assault a keep, frozn sweeps in and starts talking about multiple breaches like that's an intelligent answer. The problem is one group against one or more groups plus overtuned siege. How does that one group push in? If the answer is get another group to siege down another inner breach, that's lunacy, and that's the thieves guild patch. I'm talking regular keeps here, not dethrones - so with that as the backdrop, how can one justify this meta, particularly the siege numbers? Bananas I say, b, a n, a, n, a, s, this *** is bananas.
But when an already overpopulated faction is turtling a keep....what else do you propose? Don't say walk away because that's also not viable. That's what they want you to do. And let me add as a caveat, I don't always light up a keep or blast multiple holes in a keep to take it. Often, I do it just to be just as obnoxious as those who are obnoxiously turtling, and to keep it lit up long enough to satisfy another objective.
Now why are we still talking like siege should continue to have silly damage numbers?
If all things are equal between the offensive and defensive forces -- numbers, ability, organization, etc -- the scenario inherently favors the defenders. Obviously. It's supposed to. That's the purpose of keeps: to provide a defensive advantage.
When siege was useless because of the potency of trivial purge/barrier/rapids, the natural advantage of defenders was almost completely negated.
I recognize ESO RvR remains nearly completely broken, but from my POV the invinciblob meta was far worse than what we have today. I don't know for a fact that it is because of siege, but I observe far fewer blobs in Cyrodiil than I have since I began playing.
It's nice to fight a top group and actually see them spread out and rely on single target damage. I wish all large groups would better adapt in this way rather than adapt to continue playing the way they always have.
If all things are equal between the offensive and defensive forces -- numbers, ability, organization, etc -- the scenario inherently favors the defenders. Obviously. It's supposed to. That's the purpose of keeps: to provide a defensive advantage.
When siege was useless because of the potency of trivial purge/barrier/rapids, the natural advantage of defenders was almost completely negated.
I recognize ESO RvR remains nearly completely broken, but from my POV the invinciblob meta was far worse than what we have today. I don't know for a fact that it is because of siege, but I observe far fewer blobs in Cyrodiil than I have since I began playing.
It's nice to fight a top group and actually see them spread out and rely on single target damage. I wish all large groups would better adapt in this way rather than adapt to continue playing the way they always have.