The easy compromise is to allow the defender a one-time teleport to the keep once the keep is "cut off". This one time only teleport would be more realistic and fair.
The easy compromise is to allow the defender a one-time teleport to the keep once the keep is "cut off". This one time only teleport would be more realistic and fair.
LonePirate wrote: »Superior numbers and/or vastly superior weaponry are what win battles. This fanciful belief that every Cyrodiil battle needs to mirror the movie 300 is absurd.
Are you saying that wins battles IRL or just in the game? Because I can give tons of examples of outnumbered nations/states defeating their enemy along with specific battles.
Another crucial point is that most of the 1vX PVPers look for PVP around resources or deep in enemy territory. They want to fight superior odds around favorable terrain like rocks and trees. It's usually not in their interest to siege a keep or look to cut it off when their purpose is primarily to fight other players.
Lastly, the cut off feature doesn't really benefit the small groups as much as one would think, especially in Vivec. The reason being is that the large organized zerg will arrive before a small force has enough siege to drop the gate/walls and take the flags. Most of these engagements end at the outer wall or on the flags when the zerg finally arrives.
Again not the choice of 1vX players.
. The reason being is that I feel in order to combat extremely organized zerg forces that operate using "human wave" tactics we need to have the ability to rapidly get to a keep they are sieging.
When a large zerg force cuts off a keep they gain several advantages. The first is that they can respawn there from death via a Forward Camp and the whole of their attacking presence is already in range of it.
In contrast, the defender must move by mount across the terrain in order to pose a threat to the attacking zerg force. If the defender is disorganized in the sense that they are not all in a structured raid or on a voice chat they will trickle into near certain death while the attacker maintains the advantage.
The attacker now has the momentum to continue assaulting keeps in their path while affording to send smaller groups deeper into the defenders territory to further strain their manpower and debilitate their ability to mount a defense. At this juncture the attacker will essentially walk all over the defenders for the duration of their operating time or until they log off.
Put simply @Knowledge
- I don't think you have played quality small scale
- I think you have either always tagged onto zergs on offence and find it dull or have defended with smaller, disorganized zergs against a big organised force and lost
- haven't played NoCP or even Shor properly
- ^ These assumptions are why I asked your experience so I had context but you declined to give it and sent Latin instead.
Again you talk Cyrodiil but actually you mean Vivec. On your region / platform in the time you play. Remember there are 4 campaigns, and multiple time zones, peak times, region platforms and honestly on the majority of those your solution would make zerging worse and ruin small scale action.
If you would like a demo of how a small force can kick ass of a big disorganized zerg I'm happy to play together sometime, but please dont ask to break the game play for those that seek what you are after. Quality, tactical small scale. Stop changing the game to suit you - and play the game.