Ghost-Shot wrote: »As someone that plays in an organized group, FCs have been disastrous for map play. Not only can the entire group get up in a single second, but they can do so again 2 minutes later. The timer is WAY too short. The fact that you rez with full stats while the victors that just killed you are likely at 20% stamina trying to move out of the bombard spam is moronic.
The benefits that some people love (extending farms, duels, never ending fights) do not outweigh the negatives.
WTB 10 minute cooldown(at least) and res sickness from camps
This, I am completely sick of losing defended keeps vs hordes of AD zergers spamming 10+ camps to take BRK with sheer force of numbers. The AP is great sure, but it cant be defended, the defenders just eventually get zerged down.
More importantly though, how the hell are people able to afford 200k+ AP a fight worth of camps, when its unlikely they got even 10k total from the battle back?https://youtu.be/OwKDMLQDBqE
Apparently the answer is they spam prox det until they get bored with being wiped out by a PUG.
vortexman11 wrote: »Ghost-Shot wrote: »As someone that plays in an organized group, FCs have been disastrous for map play. Not only can the entire group get up in a single second, but they can do so again 2 minutes later. The timer is WAY too short. The fact that you rez with full stats while the victors that just killed you are likely at 20% stamina trying to move out of the bombard spam is moronic.
The benefits that some people love (extending farms, duels, never ending fights) do not outweigh the negatives.
WTB 10 minute cooldown(at least) and res sickness from camps
This, I am completely sick of losing defended keeps vs hordes of AD zergers spamming 10+ camps to take BRK with sheer force of numbers. The AP is great sure, but it cant be defended, the defenders just eventually get zerged down.
More importantly though, how the hell are people able to afford 200k+ AP a fight worth of camps, when its unlikely they got even 10k total from the battle back?https://youtu.be/OwKDMLQDBqE
Apparently the answer is they spam prox det until they get bored with being wiped out by a PUG.
Telel, when you're in a group of 12 every player counts. To me, each member of the groups I'm in are worth 100 times more than the small 20k AP of a camp. If dropping one means saving the time to res one or two people, then I'd drop one without hesitating.
Personally I think that camps should be changed some thing like this. (When I say keep range I mean all the terrain that a camp could be used to Attack or Defend.)
Defenders can only place a camp within keep range if they control at least one resource at the keep. Attackers can essentially only place camps on resources.
Resources would be relevant during an entire keep battle, and they would encourage people to spread out more. Attackers would have a way "starve" the enemy out of camps. Huge fights would be shorter, and smaller groups would have a more direct purpose. I think it could help lag, and create more diverse PVP.
RinaldoGandolphi wrote: »While the current Camps could use tweaking, its better then horse simulator.
Honestly, I don't know why they simply don't:
1. Remove Forward Camps
2. Make where you can rez at a resource you control
I think thats a fair balance between Horse Simulator and Forward Camp spam. If you can hold the flags of a resource your color, you should be able to rez at them just like keeps(with a 2 min cooldown), want to stop them from rezing? Flip the resource flag...there is only one flag, the flag can not be moved or set up someplace else(like camps can)
just my 2 cents
PS: bring back mercenary contracts so that way when 40 EP are outside the keep i can put down 50 Mercs and wait for them to knock the door down
ahh how i miss the days of Mercs and ground oils...those were the days indeed!
vortexman11 wrote: »Ghost-Shot wrote: »As someone that plays in an organized group, FCs have been disastrous for map play. Not only can the entire group get up in a single second, but they can do so again 2 minutes later. The timer is WAY too short. The fact that you rez with full stats while the victors that just killed you are likely at 20% stamina trying to move out of the bombard spam is moronic.
The benefits that some people love (extending farms, duels, never ending fights) do not outweigh the negatives.
WTB 10 minute cooldown(at least) and res sickness from camps
This, I am completely sick of losing defended keeps vs hordes of AD zergers spamming 10+ camps to take BRK with sheer force of numbers. The AP is great sure, but it cant be defended, the defenders just eventually get zerged down.
More importantly though, how the hell are people able to afford 200k+ AP a fight worth of camps, when its unlikely they got even 10k total from the battle back?https://youtu.be/OwKDMLQDBqE
Apparently the answer is they spam prox det until they get bored with being wiped out by a PUG.
Telel, when you're in a group of 12 every player counts. To me, each member of the groups I'm in are worth 100 times more than the small 20k AP of a camp. If dropping one means saving the time to res one or two people, then I'd drop one without hesitating.
RinaldoGandolphi wrote: »While the current Camps could use tweaking, its better then horse simulator.
Honestly, I don't know why they simply don't:
1. Remove Forward Camps
2. Make where you can rez at a resource you control
I think thats a fair balance between Horse Simulator and Forward Camp spam. If you can hold the flags of a resource your color, you should be able to rez at them just like keeps(with a 2 min cooldown), want to stop them from rezing? Flip the resource flag...there is only one flag, the flag can not be moved or set up someplace else(like camps can)
just my 2 cents
PS: bring back mercenary contracts so that way when 40 EP are outside the keep i can put down 50 Mercs and wait for them to knock the door down
ahh how i miss the days of Mercs and ground oils...those were the days indeed!
Horse sim hasn't been a thing since the early days of the game. Slot rapids and take it off when you near your destination if you aren't a stam build running it normally. If you rode far away to a behind-the-lines keep, there should be a risk that you're taking, if you're going that far away, you should be encouraged to play well and not overextend/die. There is no risk to death right now other than ego.
I shouldn't have to go wipe your entire group at warden when we have all of our home keeps and remain there because some random got away is going to put down a camp and instantly get the entire group up. It's one thing if 1-2 survive and stealth and try for rezzes, that's something a small squad/pugs can handle, but when there's a mechanic that allows the entire group to instantly rez, you can't return to where you're supposed to be without having to go right back to warden when it lights up 2 minutes later.
Travel distance is not bad at all with max speed horse, and if you're dying as soon as you get to where you're going, well ... change your build. Horse sim is not a relevant argument anymore imo.
Ghost-Shot wrote: »As someone that plays in an organized group, FCs have been disastrous for map play. Not only can the entire group get up in a single second, but they can do so again 2 minutes later. The timer is WAY too short. The fact that you rez with full stats while the victors that just killed you are likely at 20% stamina trying to move out of the bombard spam is moronic.
The benefits that some people love (extending farms, duels, never ending fights) do not outweigh the negatives.
WTB 10 minute cooldown(at least) and res sickness from camps
This, I am completely sick of losing defended keeps vs hordes of AD zergers spamming 10+ camps to take BRK with sheer force of numbers. The AP is great sure, but it cant be defended, the defenders just eventually get zerged down.
More importantly though, how the hell are people able to afford 200k+ AP a fight worth of camps, when its unlikely they got even 10k total from the battle back?https://youtu.be/OwKDMLQDBqE
Apparently the answer is they spam prox det until they get bored with being wiped out by a PUG.
Justice31st wrote: »Burn the camp FFS. You seriously complaining about having more action in Cyrodil? Do you not remember how bad it was having to ride a horse back every time you died? You must of not been playing for very long.
Justice31st wrote: »Burn the camp FFS. You seriously complaining about having more action in Cyrodil? Do you not remember how bad it was having to ride a horse back every time you died? You must of not been playing for very long.
Ghost-Shot wrote: »Justice31st wrote: »Burn the camp FFS. You seriously complaining about having more action in Cyrodil? Do you not remember how bad it was having to ride a horse back every time you died? You must of not been playing for very long.
Then don't die, camps should have never been brought back.
bowmanz607 wrote: »RinaldoGandolphi wrote: »While the current Camps could use tweaking, its better then horse simulator.
Honestly, I don't know why they simply don't:
1. Remove Forward Camps
2. Make where you can rez at a resource you control
I think thats a fair balance between Horse Simulator and Forward Camp spam. If you can hold the flags of a resource your color, you should be able to rez at them just like keeps(with a 2 min cooldown), want to stop them from rezing? Flip the resource flag...there is only one flag, the flag can not be moved or set up someplace else(like camps can)
just my 2 cents
PS: bring back mercenary contracts so that way when 40 EP are outside the keep i can put down 50 Mercs and wait for them to knock the door down
ahh how i miss the days of Mercs and ground oils...those were the days indeed!
Horse sim hasn't been a thing since the early days of the game. Slot rapids and take it off when you near your destination if you aren't a stam build running it normally. If you rode far away to a behind-the-lines keep, there should be a risk that you're taking, if you're going that far away, you should be encouraged to play well and not overextend/die. There is no risk to death right now other than ego.
I shouldn't have to go wipe your entire group at warden when we have all of our home keeps and remain there because some random got away is going to put down a camp and instantly get the entire group up. It's one thing if 1-2 survive and stealth and try for rezzes, that's something a small squad/pugs can handle, but when there's a mechanic that allows the entire group to instantly rez, you can't return to where you're supposed to be without having to go right back to warden when it lights up 2 minutes later.
Travel distance is not bad at all with max speed horse, and if you're dying as soon as you get to where you're going, well ... change your build. Horse sim is not a relevant argument anymore imo.
One not every person has maxed horses. Additionally, for every to on a player starts they have to wait 60 days at best to get a max horse. So even ppl who have been playing for a long time can have trouble getting somewhere in a decent amount of time. Additionally, there are other scenarios that make it feel like a horse sim. For instance, trying to get to a fight that is already a decent way away such as far to Alessia or brindle which can take about 1 min to cover that geound, then adding in getting ganged and starting again. Even if you avoid the gang area you then are riding upwards of double the distance just to avoid gank alley.
No one wants to be sitting on a horse to get to a fight. This was a huge complaint even leading up to the re-release of forward camps.
Plus, with the extra restictions added to forward camps this time around, there can be detriments. First a player needs to be willing to part with 20k ap which is a lot for some players. Especially with new sets coming out in the vendors and the weekend vendor. There are plenty of things to sink ap into now which helps to limit the ap that people have which in the long run will see a drastic decrease in the amount of ap people have laying around. Not to mention, selling ap to others.
Having forward camps also adds an extra dimension to fights. An alliance must scout and be aware of their surroundings to effectively eliminate the enemy. Want to take a keep, then u better be sending people to destroy camps. Even with camps there is a detriment to dieing. Let's say a group wipes at a keep breach and one player gets away to lay a camp. By the time that player gets to a suitable location, everyone rezes and then goes back to breach the breach is repaired and you must start over. Not to mention sometimes your outside the area to rez. Also, the timer makes it so you can't just rez and die and repeat. Now if your on a cool down it likely will be faster to ride back rather than wait.
The camp also allows for fighting in an opponents backyard. A contributor to zeroing was the fact that everyone would just go to the next keep in the line to fight. Many times people did not want to have to ride all the way deep in enemy territory to fight just to get wiped after a long ride. This deterred people from fighting behind enemy lines and Contributed to mass fighting in one area which led to more lag. Camps helped this issue.
Ghost-Shot wrote: »As someone that plays in an organized group, FCs have been disastrous for map play. Not only can the entire group get up in a single second, but they can do so again 2 minutes later. The timer is WAY too short. The fact that you rez with full stats while the victors that just killed you are likely at 20% stamina trying to move out of the bombard spam is moronic.
The benefits that some people love (extending farms, duels, never ending fights) do not outweigh the negatives.
WTB 10 minute cooldown(at least) and res sickness from camps
This, I am completely sick of losing defended keeps vs hordes of AD zergers spamming 10+ camps to take BRK with sheer force of numbers. The AP is great sure, but it cant be defended, the defenders just eventually get zerged down.
More importantly though, how the hell are people able to afford 200k+ AP a fight worth of camps, when its unlikely they got even 10k total from the battle back?
Ghost-Shot wrote: »As someone that plays in an organized group, FCs have been disastrous for map play. Not only can the entire group get up in a single second, but they can do so again 2 minutes later. The timer is WAY too short. The fact that you rez with full stats while the victors that just killed you are likely at 20% stamina trying to move out of the bombard spam is moronic.
The benefits that some people love (extending farms, duels, never ending fights) do not outweigh the negatives.
WTB 10 minute cooldown(at least) and res sickness from camps
This, I am completely sick of losing defended keeps vs hordes of AD zergers spamming 10+ camps to take BRK with sheer force of numbers. The AP is great sure, but it cant be defended, the defenders just eventually get zerged down.
More importantly though, how the hell are people able to afford 200k+ AP a fight worth of camps, when its unlikely they got even 10k total from the battle back?
LOL. I know this is not happening on TF so you must be talking about Had. Perhaps EP and DC should think about their strategies on Had. You push AD to the last 3 keeps with your double and triple raid stacks. Then you complain about the AD zerging you down. I have played every night on Had and DC and EP constantly attack AD even when map logic dictates otherwise. You think its ok to do this because its become SOP (standard operating procedure) for EP. Then you try and justify it on the forums, calling for help from other campaigns and dare i say the other faction (DC). You look at the population locks and immediately think well AD on HAD is locked they must be zerging; assumption. Well lets all grow up and stop your propaganda war. The pop locks lie they do not represent an accurate number of players actually playing on the map, everyone knows it includes IC, and honestly most of the AD players are there or doing other things besides fighting off DC and EP zergs. No one will ever believe when you screenie your group of 8-12 and claim you are not zerging, that there isn't another group of 24 right beside you on the field. The fact that AD uses Camps only shows that when pushed into a corner we will fight and fight hard. We try not to zerg, we prefer not to zerg. But when EP and DC force us to do it, WE DO AND DO IT VERY WELL. Do not ever forget EP learned all that they know from AD when the game launched. Do not every forget that many of those DC and EP leaders started off as AD players. You may think that Winter has come but in reality Summer is just around the corner. Taran has played for 2 years with 2 or 3 nice breaks along the way. I have millions of AP on that account and happy to drop a few hundred thousand AP on camps if it helps the cause. You need to crawl back into your corner on TF with the Pact Militia and stay there.
Ghost-Shot wrote: »As someone that plays in an organized group, FCs have been disastrous for map play. Not only can the entire group get up in a single second, but they can do so again 2 minutes later. The timer is WAY too short. The fact that you rez with full stats while the victors that just killed you are likely at 20% stamina trying to move out of the bombard spam is moronic.
The benefits that some people love (extending farms, duels, never ending fights) do not outweigh the negatives.
WTB 10 minute cooldown(at least) and res sickness from camps
This, I am completely sick of losing defended keeps vs hordes of AD zergers spamming 10+ camps to take BRK with sheer force of numbers. The AP is great sure, but it cant be defended, the defenders just eventually get zerged down.
More importantly though, how the hell are people able to afford 200k+ AP a fight worth of camps, when its unlikely they got even 10k total from the battle back?
LOL. I know this is not happening on TF so you must be talking about Had. Perhaps EP and DC should think about their strategies on Had. You push AD to the last 3 keeps with your double and triple raid stacks. Then you complain about the AD zerging you down. I have played every night on Had and DC and EP constantly attack AD even when map logic dictates otherwise. You think its ok to do this because its become SOP (standard operating procedure) for EP. Then you try and justify it on the forums, calling for help from other campaigns and dare i say the other faction (DC). You look at the population locks and immediately think well AD on HAD is locked they must be zerging; assumption. Well lets all grow up and stop your propaganda war. The pop locks lie they do not represent an accurate number of players actually playing on the map, everyone knows it includes IC, and honestly most of the AD players are there or doing other things besides fighting off DC and EP zergs. No one will ever believe when you screenie your group of 8-12 and claim you are not zerging, that there isn't another group of 24 right beside you on the field. The fact that AD uses Camps only shows that when pushed into a corner we will fight and fight hard. We try not to zerg, we prefer not to zerg. But when EP and DC force us to do it, WE DO AND DO IT VERY WELL. Do not ever forget EP learned all that they know from AD when the game launched. Do not every forget that many of those DC and EP leaders started off as AD players. You may think that Winter has come but in reality Summer is just around the corner. Taran has played for 2 years with 2 or 3 nice breaks along the way. I have millions of AP on that account and happy to drop a few hundred thousand AP on camps if it helps the cause. You need to crawl back into your corner on TF with the Pact Militia and stay there.
Do you go on Had regularly? EP was pushing DC to dethrone all day yesterday and into the evening when i logged off (didnt see if they were successful) believe it was my EP raid plus another guilds raid (maybe not sure) pushing DC. We were waiting for AD to make a move. I didnt see one before i left cyrodiil.
Point is every point anyone makes is a sore generalization about their observances (not necessarily the whole picture) so its worth being decisive and factual with actual statements rather than insulting generalizations.
Besides what you put to the table is really a question of whether the chicken or the egg came first. And im pretty sure everyone is done fighting about who zerged who first. Well. At least im tired of looking at it.
As someone that plays in an organized group, FCs have been disastrous for map play. Not only can the entire group get up in a single second, but they can do so again 2 minutes later. The timer is WAY too short. The fact that you rez with full stats while the victors that just killed you are likely at 20% stamina trying to move out of the bombard spam is moronic.
The benefits that some people love (extending farms, duels, never ending fights) do not outweigh the negatives.
Ghost-Shot wrote: »As someone that plays in an organized group, FCs have been disastrous for map play. Not only can the entire group get up in a single second, but they can do so again 2 minutes later. The timer is WAY too short. The fact that you rez with full stats while the victors that just killed you are likely at 20% stamina trying to move out of the bombard spam is moronic.
The benefits that some people love (extending farms, duels, never ending fights) do not outweigh the negatives.
WTB 10 minute cooldown(at least) and res sickness from camps
Ghost-Shot wrote: »As someone that plays in an organized group, FCs have been disastrous for map play. Not only can the entire group get up in a single second, but they can do so again 2 minutes later. The timer is WAY too short. The fact that you rez with full stats while the victors that just killed you are likely at 20% stamina trying to move out of the bombard spam is moronic.
The benefits that some people love (extending farms, duels, never ending fights) do not outweigh the negatives.
WTB 10 minute cooldown(at least) and res sickness from camps
This, I am completely sick of losing defended keeps vs hordes of AD zergers spamming 10+ camps to take BRK with sheer force of numbers. The AP is great sure, but it cant be defended, the defenders just eventually get zerged down.
More importantly though, how the hell are people able to afford 200k+ AP a fight worth of camps, when its unlikely they got even 10k total from the battle back?
The-Baconator wrote: »Honestly I wouldn't mind if they completely removed the area restriction and upped the timer to at least 5 minutes or so. The ability to constantly be in action is nice but its not worth all of the trouble they bring as a result of such a low timer. FCs combined with the new siege + decreased mitigation has lead to some of the longest, boring, and laggy stalemates I've ever witnessed.
If your forum name match your ingame name, then I think your zerg (AKA 80 solo players at the same place) is also responsible of the lag, and not only the ball group that farmed you =/
#chalmangate4life
Yesterday AD was fighting DC.. probably some 100 people in total.. everything was performing dandy. Half an our later, banana lag appears and inc 700+ ms ping. Now.. that might just be all the people chasing you guys or your ball itself causing it.. all I know is when you guys ball up and run around, the rest of the server suffers huge latency spikes.
I have nothing against your playstyle (play as you like)..
But.. this is not about that.. this is about FCs and you have to admit that the way you can use it is rather silly. Before camps, if you died, there was a penalty, ie. the penalty was time to get back into the action. With camps, there is no penalty at all.. you insta rez with 100% combat readiness and full resources .. which is something I'm against.. death should mean something.
It works as a cheap/ super fast 20 person 100% AoE rez, with nothing you can do about it, unless succeed in interrupting the person putting down the camp.
IMHO a possible solution would be that taking a rez at a FC would not give you 100% magicka/stamina/health.. or would put an unpurgeable efficiency debuff on you for 20 seconds.
Having a longer deploy time wouldn't be such a bad idea either.
Forward camps really just promote bad play. Outnumbered keep defenses succumb eventually because the attackers just end up crushing you with sheer numbers while you cant get a forward camp of your own up because theyre all over the keep.
They made proxi trains easier to wipe out with the rapids/barrier/purge changes but then also gave them forward camps to instantly respawn the whole group at full resources. It's just starting to become silly, really.
Easier said than done in situations where the attackers outnumber you 2 to 1 or worse. They'll be all over the courtyard/keep while you need every able man/woman to defend the breach.
Camps dont last long enough imo, and cost way too much, maybe 5k ap would be more reasonable and last twice as long.
Izanagi.Xiiib16_ESO wrote: »Camps should take longer to place imo like 10s+ where you can be interrupted. Only change which is needed.
Izanagi.Xiiib16_ESO wrote: »Camps should take longer to place imo like 10s+ where you can be interrupted. Only change which is needed.
That will likely make it even easier for the side with far more numbers to have access to camps, and the side with fewer to have reduced access.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Camps should take longer to place imo like 10s+ where you can be interrupted. Only change which is needed.
That will likely make it even easier for the side with far more numbers to have access to camps, and the side with fewer to have reduced access.
It wouldn't.
Currently if a zerg comes along they can simply place a camp whenever they want to res their allies. You can't stop it at all because it's near impossible to interrupt the player inside their zerg in time.
I've had camps be placed literally next to my group by zergs we have been fighting at which point they all res because you can't burn it due to damage.
If there was an increased cast time (which could only be done out of stealth) or which was interrupted by damage taken -much in the way burning a camp is interrupted. It would be far better for smaller groups to control the area around them.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Camps should take longer to place imo like 10s+ where you can be interrupted. Only change which is needed.
That will likely make it even easier for the side with far more numbers to have access to camps, and the side with fewer to have reduced access.
It wouldn't.
Currently if a zerg comes along they can simply place a camp whenever they want to res their allies. You can't stop it at all because it's near impossible to interrupt the player inside their zerg in time.
I've had camps be placed literally next to my group by zergs we have been fighting at which point they all res because you can't burn it due to damage.
If there was an increased cast time (which could only be done out of stealth) or which was interrupted by damage taken -much in the way burning a camp is interrupted. It would be far better for smaller groups to control the area around them.
Picture a keep battle where you have 3-4 times your numbers assaulting it, there's no way you can stop them from putting down a camp. The outnumbered defenders have an even harder time putting a camp down with that timer once the assaulters are on the inner.
Camps just need to go, they never should have been reintroduced in the first place. I remember at launch thinking they were helpful because of how big the map was, but once you get max speed horses and rapids unlocked one of the camp's original purposes is made obsolete. All it does is serve to prolong laggy zerg fights, and I'm sorry, but I could care less about extending a farm in a field as you kite pugs around - it's frequently cited as a benefit for camps and I hardly see how that outweighs all of the problems they cause.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Camps should take longer to place imo like 10s+ where you can be interrupted. Only change which is needed.
That will likely make it even easier for the side with far more numbers to have access to camps, and the side with fewer to have reduced access.
It wouldn't.
Currently if a zerg comes along they can simply place a camp whenever they want to res their allies. You can't stop it at all because it's near impossible to interrupt the player inside their zerg in time.
I've had camps be placed literally next to my group by zergs we have been fighting at which point they all res because you can't burn it due to damage.
If there was an increased cast time (which could only be done out of stealth) or which was interrupted by damage taken -much in the way burning a camp is interrupted. It would be far better for smaller groups to control the area around them.
Picture a keep battle where you have 3-4 times your numbers assaulting it, there's no way you can stop them from putting down a camp. The outnumbered defenders have an even harder time putting a camp down with that timer once the assaulters are on the inner.
Camps just need to go, they never should have been reintroduced in the first place. I remember at launch thinking they were helpful because of how big the map was, but once you get max speed horses and rapids unlocked one of the camp's original purposes is made obsolete. All it does is serve to prolong laggy zerg fights, and I'm sorry, but I could care less about extending a farm in a field as you kite pugs around - it's frequently cited as a benefit for camps and I hardly see how that outweighs all of the problems they cause.
Sure you could stop them placing. There are only certain places camps can be placed on a keep attack. One nb in stealth could lock down a position with a cast time so long. Where as whilst the same could be true of an attacking force its harder to lock down this as camps can be placed almost anywhere by the defending side.
The game got worse since camps were removed initially. They used to spread out combat to different parts of the map because you could blood port to them. Now they prolong fights. But it's still more interesting than 24/7 bridge fight.
I remember at the beginning when camps quite often bugged and couldn't be placed back up for 1h after use. This was the best time of camps.
They should last until destroyed but once destroyed cannot be placed again for a long period of time. (30m for example)
We no longer play in the same meta, nor have the same populations. Forward camps have now had 2 months to demonstrate that they do anything BUT spread people out. It doesn't matter if I light up a second keep, the red force wont respond until they're done at whatever objective they're all at first.
And no, a nb cannot lock down the 'few' spots camps can be placed outside of keeps because one nb cannot cover that much distance. You also really can't spare people if you're heavily outnumbered. This point reminded me of frozn's vampire ninja assassins that were supposed to hunt down enemy countersiege.
ShadoPanauin wrote: »A lot of stuff
The-Baconator wrote: »ShadoPanauin wrote: »A lot of stuff
I'm not sure I get how you're coming to your conclusions. Throughout your post you contend that somehow camps are beneficial to smaller groups going after larger groups, or that camps can be just as helpful to a group that is outnumbered when used intelligently. I would like to know if you have any experience running in an elite\top tier pvp guild, as I would find it hard to believe that someone with that kind of experience could make those assertions.
The-Baconator wrote: »Out of the last two months of forward camp pvp I could probably count the amount of times my group, which is anything from 2-16, won a fight because we got clutch respawns at a forward camp on one hand. To be clear this excludes fights were we benefited from FC respawns only after we had forced our enemy to utilize their own camps multiple times, meaning if there were no camps we would have won with the first\second\third\etc wipe. However, there were more than a handful of times over the last day of PvP were my group was alone\with 1-4 pugs and faced opposition outnumbering us by a 1:2-4 ratio and we lost SOLELY because of forward camps.ShadoPanauin wrote: »A lot of stuff
The-Baconator wrote: »When I have 12 people and I'm defending a keep against 60, I don't have the luxury of sending a half dozen nightblades off to take their time in finding the perfect spot to set a camp down like the group of 60 does. I also lack the ability to send a dozen players off hunting for enemy forward camps. You say that the solution to camp spam is "simple" and that we just need to burn the opposing faction's camps, but that really isn't possible when heavily outnumbered. In both of these situations it is impossible to deny that the larger force has a significant advantage due to forward camps alone, and in the worst case scenario (perpetual camp spam) it means you're essentially guaranteed a stale mate until you wipe, you crash, or you get bailed out by your own faction's zerg.ShadoPanauin wrote: »A lot of stuff
The-Baconator wrote: »I agree there are strong positives of having camps--more action and ap--but there is no reason to pretend they are perfect.ShadoPanauin wrote: »A lot of stuff
On paper, yes, someone in a small group has the chance to get away. In reality, the chance is HIGHER for someone in the larger group to get away and put down a camp. If you've been pvping throughout the TG patch you should know this, even the most stalwart defender of FCs will acknowledge that fact. When it's more likely that the larger group can camp and less likely that the smaller group can camp, that means on average FCs are far worse for smaller groups.
Go watch any of pact militia's videos and witness them spamming camps nonstop. Sure, there are times when the terrain sucks for the larger group and the small group is able to get one down and instantly bomb and win, but that's the exception, not the norm. As a whole FCs favor larger groups, disputing that is asinine.
ShadoPanauin wrote: »The-Baconator wrote: »ShadoPanauin wrote: »A lot of stuff
I'm not sure I get how you're coming to your conclusions. Throughout your post you contend that somehow camps are beneficial to smaller groups going after larger groups, or that camps can be just as helpful to a group that is outnumbered when used intelligently. I would like to know if you have any experience running in an elite\top tier pvp guild, as I would find it hard to believe that someone with that kind of experience could make those assertions.
I'm not too sure why you don't understand how I'm coming to the conclusion of camps being beneficial to smaller groups, but I'll try to explain my reasoning.
So let's say group A is larger than group B. Group A wipes group B due to their numbers. However, a member of group B got away and places a forward camp. Group B now can resurrect themselves, re-evaluate their tactics and go at it again, putting group A at risk. It really is that simple -- it gives smaller groups a better chance at taking down large groups.
If you have any more questions on this part of my reasoning, ask away.The-Baconator wrote: »Out of the last two months of forward camp pvp I could probably count the amount of times my group, which is anything from 2-16, won a fight because we got clutch respawns at a forward camp on one hand. To be clear this excludes fights were we benefited from FC respawns only after we had forced our enemy to utilize their own camps multiple times, meaning if there were no camps we would have won with the first\second\third\etc wipe. However, there were more than a handful of times over the last day of PvP were my group was alone\with 1-4 pugs and faced opposition outnumbering us by a 1:2-4 ratio and we lost SOLELY because of forward camps.ShadoPanauin wrote: »A lot of stuff
As to the first part of this paragraph, it all depends on playstyle. I'm not sure what type of group you guys run, or what guild you're in, but in the playstyle in which people bomb groups forward camps are utilized to one's advantage more often than in some other playstyles.
As to the second part, you probably did not lose solely because of forward camps. You were extremely outnumbered and forward camps likely made no difference in whether the group was going to wipe you or not. All that forward camp did was help them get back to fight you again and avoid horse simulator.The-Baconator wrote: »When I have 12 people and I'm defending a keep against 60, I don't have the luxury of sending a half dozen nightblades off to take their time in finding the perfect spot to set a camp down like the group of 60 does. I also lack the ability to send a dozen players off hunting for enemy forward camps. You say that the solution to camp spam is "simple" and that we just need to burn the opposing faction's camps, but that really isn't possible when heavily outnumbered. In both of these situations it is impossible to deny that the larger force has a significant advantage due to forward camps alone, and in the worst case scenario (perpetual camp spam) it means you're essentially guaranteed a stale mate until you wipe, you crash, or you get bailed out by your own faction's zerg.ShadoPanauin wrote: »A lot of stuff
First of all, I have no idea why any group would send half a dozen nightblades to place a camp, a task that one person can do easily. That is dumb. All that task requires is one nightblade to cloak away and drop a camp on some flat land.
Secondly, I meant it is simple in the sense that you wipe the group and push to their camp, then burn it. I run in groups of a similar size to what you mentioned, and it really is not a difficult thing with a good group and leader.
Thirdly, no it is not impossible to deny that because I'm going to do it right now. It is not as if that forward camp the larger group placed is suddenly going to fly off and blow everything up. No, what does end up killing the smaller group is the fact that the enemy group is a lot larger. Let's reverse the roles: the small group places a forward camp and the large group does not. Let's also assume that both groups are of equal skill level. The large group, obviously, wins, regardless of the small group's forward camp.The-Baconator wrote: »I agree there are strong positives of having camps--more action and ap--but there is no reason to pretend they are perfect.ShadoPanauin wrote: »A lot of stuff
I am not pretending that they are perfect. I am saying that they are just fine, as in "okay" as is. Okay ≠ perfect.