whats the most useless Siege Weapon

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Posted by: Knighthonor.4061

Knighthonor.4061

whats the most useless Siege Weapon in the game?

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Posted by: Jeknar.6184

Jeknar.6184

If you’re counting structural ones: Burning Oil
If you’re don’t: Ballistas

But they are not “useless”. They are actually just very limited…

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Posted by: Synosius.9876

Synosius.9876

regular arrow carts

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Posted by: Fluffball.8307

Fluffball.8307

regular arrow carts

Arrow carts in mediocre numbers will stop even the most organized zerg assaulting a keep.

Ballistas are very niche.

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Posted by: Tiffany.8576

Tiffany.8576

Each and every one of them has their own situational uses which make them powerful when those situations crop up.

Ballis are a great counter to enemy siege.

Tiff | [TW] Tempest Wolves | WvW Staff Tempest Guide
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Posted by: oscuro.9720

oscuro.9720

regular arrow carts

Arrow carts in mediocre numbers will stop even the most organized zerg assaulting a keep.

Ballistas are very niche.

I think ballis=acs. When looking at a non superior in its most useful situation, Ballis win. ACs are just versatile. Acts and ballis can both be used in open field fights, but ACs are better in long term fights while ballis are better in outnumbered fights. Also ballis kill cannons and golems very well. Plus spread shot OP. Therfore, ballis=acs.
I personally think regular catapults are the most useless. Against anything upgraded, they are slow as molasses. However, this means they are by no means bad, just inferior to other siege imo.
-Oscuro

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Posted by: caveman.5840

caveman.5840

burning oil

u can use it and can be help full … but is all ways destroyed befor u get any real use out of it

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

All siege is useful in it’s own way. I honestly wouldn’t consider any of it useless. Ballistas are great for destroying enemy siege. I often solo roam, set one up near a tower and destroy everything inside the enemies tower before calling our zerg over. It’s also great for tagging people in the butt when they’re stupid enough to run in a straight line away from you. Arrow carts are great both defensively and offensively, if used in a tower you really only need one or two to stop an entire zerg. If used open field and placed strategically you can heavily reinforce your pushes. Trebuchets are great for preventing rams on gates, great for making long range attacks and giving you time to escape before enemies come to stop you and are great for draining enemy supplies with rotten cows. Rams, well.. Rams are rams, without them things would start to feel pretty meticulous. Catapults can be used offensively although it’s very rare and very situational, but firing a human-sized boulder in to the middle of an enemy zerg can really mess people up. Burning oil is easily destroyed and people usually focus it straight away. However, the times people are in too much of a hurry to destroy it, oil can do serious damage. More than a few times I’ve stopped a golem rush because they didn’t kill the oil first. Just a few pours and you can melt them like butter. Cannons, cannons are just pretty much OP if you neglect to destroy them. They can destroy siege and golems in a few hits and shooting out a chill shot before following up with regular shots pretty much ensures death upon your foes. Mortars are difficult to aim but if your enemies are within range you can do some serious damage. Lengthy burning duration, multiple knockbacks with one shot and only a few shots needed to destroy siege. Very useful if you have good aim.

Overall I’d say burning oil is the “most useless” just because it’s almost always destroyed immediately and it’s very hard to use when you’re being bombarded with AOE’s. Still, I think “useless” is a bit harsh, it can be a very strong weapon if you’re able to use it. I’d just say because it’s so easy to focus down it’s the least desirable siege weapon. A lot of people say ballistas but honestly I love balli’s… One person can take out all of a tower’s defenses with a well placed balli. Doesn’t sound very useless to me.

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Posted by: Dayra.7405

Dayra.7405

burning oil

u can use it and can be help full … but is all ways destroyed befor u get any real use out of it

In EotM the oil placement on the towers is much better, there it is really useful, and I killed more than one Zerg with it and as commander I avoid attacking on the oil side.

Ceterum censeo SFR esse delendam!

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Posted by: caveman.5840

caveman.5840

that’s because almost everyone in EOTM has there brain turned off and just follow the karma train XD

but ya the placement is a “lil better”

(edited by caveman.5840)

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Posted by: Zaxares.5419

Zaxares.5419

Yeah, my vote would go to Burning Oil too. Even if you’ve got the trait tree maxed out, you’d be hard pressed to survive for more than a few seconds from the AoE barrage the enemy zerg is dropping on you (which is really the only time Burning Oil can really shine when defending).

One possible way to make it better is that the tar dropped by the Burning Oil spreads out after landing. You can then ignite this tar (and keep on refreshing it by pouring more) to create a massive, GROWING field of fire outside the gate that deals horrendous amounts of damage to anybody standing in it. It would effectively make it impossible for anybody to break in via the gates, except by a fully traited Flame Ram master with Iron Hide (who’d still need water field support to survive).

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Posted by: Shadow.3475

Shadow.3475

Oil then Canon, canon is us lease simple because they can be destroyed so easy, inner canon in Keeps are fine.

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Posted by: Brutal Augus.5917

Brutal Augus.5917

whats the most useless Siege Weapon in the game?

rams are now that siege disabler is in the game.

[varX] Limitless Potential

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Posted by: Arantheal.7396

Arantheal.7396

whats the most useless Siege Weapon in the game?

rams are now that siege disabler is in the game.

mesmer feedback, engi fort.turr. and guardian WofR says nope.
If done right, you actually got rewarded with a new mechanic to bate the waste of 10 supps per try out of the defenders.
People just need to adjust properly to the new situation.

Also, not sure about the oil.
It may be suicidal to man it, but usually commanders must clear it first before considering dropping rams, so it definitively buys you time, just by its existence.

I guess the most useless siege is normal AC’s
The guy using it maybe can tag some people, but even having 3 going does not really pressure a zerg, they take ages to take other siege out and are generally just a waste of 30 supplies.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

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Posted by: Brutal Augus.5917

Brutal Augus.5917

whats the most useless Siege Weapon in the game?

rams are now that siege disabler is in the game.

mesmer feedback, engi fort.turr. and guardian WofR says nope.
If done right, you actually got rewarded with a new mechanic to bate the waste of 10 supps per try out of the defenders.
People just need to adjust properly to the new situation.

Also, not sure about the oil.
It may be suicidal to man it, but usually commanders must clear it first before considering dropping rams, so it definitively buys you time, just by its existence.

I guess the most useless siege is normal AC’s
The guy using it maybe can tag some people, but even having 3 going does not really pressure a zerg, they take ages to take other siege out and are generally just a waste of 30 supplies.

dude. you can use disabler through gate…as in: my rams are on one side, and you are on the other completely out of sight, and can disable my rams…how on earth is anyone supposed to “adjust” to that? Develop telepathy?

[varX] Limitless Potential

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Posted by: Arantheal.7396

Arantheal.7396

whats the most useless Siege Weapon in the game?

rams are now that siege disabler is in the game.

mesmer feedback, engi fort.turr. and guardian WofR says nope.
If done right, you actually got rewarded with a new mechanic to bate the waste of 10 supps per try out of the defenders.
People just need to adjust properly to the new situation.

Also, not sure about the oil.
It may be suicidal to man it, but usually commanders must clear it first before considering dropping rams, so it definitively buys you time, just by its existence.

I guess the most useless siege is normal AC’s
The guy using it maybe can tag some people, but even having 3 going does not really pressure a zerg, they take ages to take other siege out and are generally just a waste of 30 supplies.

dude. you can use disabler through gate…as in: my rams are on one side, and you are on the other completely out of sight, and can disable my rams…how on earth is anyone supposed to “adjust” to that? Develop telepathy?

Tried it in practice already, or do you just like to complain about everything instantly?
Tell your guardians to throw their WofR directly onto the gate and you’ll see how good they work.
The wall’s field is actually thick enough to cover the hitbox of the gate from the other side, so siege-disablers will get reflected from the other side as well, if you time your walls right.
Ofc you will get problems when the gate in question does not have a gap above to look trough, but that also improves the capability of small servers to hold their keep with reasonable chances.
Any attack on a keep should be a risk for the attacker anyways, so here you go: nice balance for the attacker (which just could chain-spam WofR (if he brings enough skilled people to organize the rota)) and for the defender in keeps (can’t be seen, therefore not be predicted).

Engineer is love, Engineer is life.

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Posted by: Jim Hunter.6821

Jim Hunter.6821

whats the most useless Siege Weapon in the game?

rams are now that siege disabler is in the game.

mesmer feedback, engi fort.turr. and guardian WofR says nope.
If done right, you actually got rewarded with a new mechanic to bate the waste of 10 supps per try out of the defenders.
People just need to adjust properly to the new situation.

Also, not sure about the oil.
It may be suicidal to man it, but usually commanders must clear it first before considering dropping rams, so it definitively buys you time, just by its existence.

I guess the most useless siege is normal AC’s
The guy using it maybe can tag some people, but even having 3 going does not really pressure a zerg, they take ages to take other siege out and are generally just a waste of 30 supplies.

dude. you can use disabler through gate…as in: my rams are on one side, and you are on the other completely out of sight, and can disable my rams…how on earth is anyone supposed to “adjust” to that? Develop telepathy?

Clearly this is a L2P issue. You just need to learn to bring a much bigger zerg that has enough people to run non stop reflects for the disabler that may or may not be thrown through a door.

Also known as Puck when my account isn’t suspended
LGN

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Posted by: Jeknar.6184

Jeknar.6184

Clearly this is a L2P issue. You just need to learn to bring a much bigger zerg that has enough people to run non stop reflects for the disabler that may or may not be thrown through a door.

I know you are being sarcastic but 4 mesmers or 4 guardians are enough to keep reflections up 100% of time.

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
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Posted by: Brutal Augus.5917

Brutal Augus.5917

whats the most useless Siege Weapon in the game?

rams are now that siege disabler is in the game.

mesmer feedback, engi fort.turr. and guardian WofR says nope.
If done right, you actually got rewarded with a new mechanic to bate the waste of 10 supps per try out of the defenders.
People just need to adjust properly to the new situation.

Also, not sure about the oil.
It may be suicidal to man it, but usually commanders must clear it first before considering dropping rams, so it definitively buys you time, just by its existence.

I guess the most useless siege is normal AC’s
The guy using it maybe can tag some people, but even having 3 going does not really pressure a zerg, they take ages to take other siege out and are generally just a waste of 30 supplies.

dude. you can use disabler through gate…as in: my rams are on one side, and you are on the other completely out of sight, and can disable my rams…how on earth is anyone supposed to “adjust” to that? Develop telepathy?

Tried it in practice already, or do you just like to complain about everything instantly?
Tell your guardians to throw their WofR directly onto the gate and you’ll see how good they work.
The wall’s field is actually thick enough to cover the hitbox of the gate from the other side, so siege-disablers will get reflected from the other side as well, if you time your walls right.
Ofc you will get problems when the gate in question does not have a gap above to look trough, but that also improves the capability of small servers to hold their keep with reasonable chances.
Any attack on a keep should be a risk for the attacker anyways, so here you go: nice balance for the attacker (which just could chain-spam WofR (if he brings enough skilled people to organize the rota)) and for the defender in keeps (can’t be seen, therefore not be predicted).

You’re kitten right I’m complaining about this OP trap. If I don’t people like you will spout bullkitten like the above quote to defend it, and of course I’ve tried using reflects to counter the trap, it worked great until someone realized they can just spam the trap through a gate. The trap has been in the game for two months now, of course I’ve tried reflecting it. I don’t know whats more surprising, that you are defending a trap that might as well have removed rams from the game or that you think that is a serious counter. Reflects 100% of the time? Really? Wow man. Just wow.

[varX] Limitless Potential

(edited by Brutal Augus.5917)

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Posted by: TheGrimm.5624

TheGrimm.5624

Would have to go with oil. People will typically kill it first but its too easy to kill the people operating it to make it effective in the borderlands. Its limited range and abilities also don’t help. I have to agree with Dayra above as well it is better placed in EoTM.

GW/PoTBS/WAR/Rift/WAR/GW2/CU

De Mortuis Nil Nisi Bonum.

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Posted by: Teon.5168

Teon.5168

I would agree with oil. It is usually destroyed before you can ever use it, and if not, then it is a death trap for anyone operating it.

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Posted by: Jeknar.6184

Jeknar.6184

The funiest part of the oil is to use the dome if you have oil mastery and watch the idiots (mostly p3wp3w rangers) kill themselves.

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
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Posted by: Teon.5168

Teon.5168

whats the most useless Siege Weapon in the game?

rams are now that siege disabler is in the game.

mesmer feedback, engi fort.turr. and guardian WofR says nope.
If done right, you actually got rewarded with a new mechanic to bate the waste of 10 supps per try out of the defenders.
People just need to adjust properly to the new situation.

Also, not sure about the oil.
It may be suicidal to man it, but usually commanders must clear it first before considering dropping rams, so it definitively buys you time, just by its existence.

I guess the most useless siege is normal AC’s
The guy using it maybe can tag some people, but even having 3 going does not really pressure a zerg, they take ages to take other siege out and are generally just a waste of 30 supplies.

dude. you can use disabler through gate…as in: my rams are on one side, and you are on the other completely out of sight, and can disable my rams…how on earth is anyone supposed to “adjust” to that? Develop telepathy?

Tried it in practice already, or do you just like to complain about everything instantly?
Tell your guardians to throw their WofR directly onto the gate and you’ll see how good they work.
The wall’s field is actually thick enough to cover the hitbox of the gate from the other side, so siege-disablers will get reflected from the other side as well, if you time your walls right.
Ofc you will get problems when the gate in question does not have a gap above to look trough, but that also improves the capability of small servers to hold their keep with reasonable chances.
Any attack on a keep should be a risk for the attacker anyways, so here you go: nice balance for the attacker (which just could chain-spam WofR (if he brings enough skilled people to organize the rota)) and for the defender in keeps (can’t be seen, therefore not be predicted).

You’re kitten right I’m complaining about this OP trap. If I don’t people like you will spout bullkitten like the above quote to defend it, and of course I’ve tried using reflects to counter the trap, it worked great until someone realized they can just spam the trap through a gate. The trap has been in the game for two months now, of course I’ve tried reflecting it. I don’t know whats more surprising, that you are defending a trap that might as well have removed rams from the game or that you think that is a serious counter. Reflects 100% of the time? Really? Wow man. Just wow.

Why not just use siege from range to bust down the walls if you’re having such a hard time against disablers? That only makes sense to me. Make it more difficult for the siege disablers to be used.

If I was someone using a siege disabler in defense, and the same squad just kept trying to ram the doors while I used the siege disablers over and over again, I would just start laughing at that squad’s inability and/or refusal to change their tactics.

/shrug……jmo

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Posted by: Teon.5168

Teon.5168

The funiest part of the oil is to use the dome if you have oil mastery and watch the idiots (mostly p3wp3w rangers) kill themselves.

I have seen that happen a few times……the oil just becomes a death zone for the operators. I am a ranger myself, and I never get anywhere close to operating the oil….lol

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Posted by: TexZero.7910

TexZero.7910

whats the most useless Siege Weapon in the game?

rams are now that siege disabler is in the game.

mesmer feedback, engi fort.turr. and guardian WofR says nope.
If done right, you actually got rewarded with a new mechanic to bate the waste of 10 supps per try out of the defenders.
People just need to adjust properly to the new situation.

Also, not sure about the oil.
It may be suicidal to man it, but usually commanders must clear it first before considering dropping rams, so it definitively buys you time, just by its existence.

I guess the most useless siege is normal AC’s
The guy using it maybe can tag some people, but even having 3 going does not really pressure a zerg, they take ages to take other siege out and are generally just a waste of 30 supplies.

dude. you can use disabler through gate…as in: my rams are on one side, and you are on the other completely out of sight, and can disable my rams…how on earth is anyone supposed to “adjust” to that? Develop telepathy?

Tried it in practice already, or do you just like to complain about everything instantly?
Tell your guardians to throw their WofR directly onto the gate and you’ll see how good they work.
The wall’s field is actually thick enough to cover the hitbox of the gate from the other side, so siege-disablers will get reflected from the other side as well, if you time your walls right.
Ofc you will get problems when the gate in question does not have a gap above to look trough, but that also improves the capability of small servers to hold their keep with reasonable chances.
Any attack on a keep should be a risk for the attacker anyways, so here you go: nice balance for the attacker (which just could chain-spam WofR (if he brings enough skilled people to organize the rota)) and for the defender in keeps (can’t be seen, therefore not be predicted).

You’re kitten right I’m complaining about this OP trap. If I don’t people like you will spout bullkitten like the above quote to defend it, and of course I’ve tried using reflects to counter the trap, it worked great until someone realized they can just spam the trap through a gate. The trap has been in the game for two months now, of course I’ve tried reflecting it. I don’t know whats more surprising, that you are defending a trap that might as well have removed rams from the game or that you think that is a serious counter. Reflects 100% of the time? Really? Wow man. Just wow.

Why not just use siege from range to bust down the walls if you’re having such a hard time against disablers? That only makes sense to me. Make it more difficult for the siege disablers to be used.

If I was someone using a siege disabler in defense, and the same squad just kept trying to ram the doors while I used the siege disablers over and over again, I would just start laughing at that squad’s inability and/or refusal to change their tactics.

/shrug……jmo

Missing the entire point.

Throwing it from behind a gate, where the enemy has no sight, and cannot react to it. In a game based on reactive play….. 0 risk, 100% reward. The mechanic of disabling siege is alright, the way its implemented currently is about as good as throwing a world class boxer in the ring with a mentally challenged and physically handicapped person expecting the person with shortcomings to win. Yes, its so bad it needed a metaphor that graphic.

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Posted by: Teon.5168

Teon.5168

whats the most useless Siege Weapon in the game?

rams are now that siege disabler is in the game.

mesmer feedback, engi fort.turr. and guardian WofR says nope.
If done right, you actually got rewarded with a new mechanic to bate the waste of 10 supps per try out of the defenders.
People just need to adjust properly to the new situation.

Also, not sure about the oil.
It may be suicidal to man it, but usually commanders must clear it first before considering dropping rams, so it definitively buys you time, just by its existence.

I guess the most useless siege is normal AC’s
The guy using it maybe can tag some people, but even having 3 going does not really pressure a zerg, they take ages to take other siege out and are generally just a waste of 30 supplies.

dude. you can use disabler through gate…as in: my rams are on one side, and you are on the other completely out of sight, and can disable my rams…how on earth is anyone supposed to “adjust” to that? Develop telepathy?

Tried it in practice already, or do you just like to complain about everything instantly?
Tell your guardians to throw their WofR directly onto the gate and you’ll see how good they work.
The wall’s field is actually thick enough to cover the hitbox of the gate from the other side, so siege-disablers will get reflected from the other side as well, if you time your walls right.
Ofc you will get problems when the gate in question does not have a gap above to look trough, but that also improves the capability of small servers to hold their keep with reasonable chances.
Any attack on a keep should be a risk for the attacker anyways, so here you go: nice balance for the attacker (which just could chain-spam WofR (if he brings enough skilled people to organize the rota)) and for the defender in keeps (can’t be seen, therefore not be predicted).

You’re kitten right I’m complaining about this OP trap. If I don’t people like you will spout bullkitten like the above quote to defend it, and of course I’ve tried using reflects to counter the trap, it worked great until someone realized they can just spam the trap through a gate. The trap has been in the game for two months now, of course I’ve tried reflecting it. I don’t know whats more surprising, that you are defending a trap that might as well have removed rams from the game or that you think that is a serious counter. Reflects 100% of the time? Really? Wow man. Just wow.

Why not just use siege from range to bust down the walls if you’re having such a hard time against disablers? That only makes sense to me. Make it more difficult for the siege disablers to be used.

If I was someone using a siege disabler in defense, and the same squad just kept trying to ram the doors while I used the siege disablers over and over again, I would just start laughing at that squad’s inability and/or refusal to change their tactics.

/shrug……jmo

Missing the entire point.

Throwing it from behind a gate, where the enemy has no sight, and cannot react to it. In a game based on reactive play….. 0 risk, 100% reward. The mechanic of disabling siege is alright, the way its implemented currently is about as good as throwing a world class boxer in the ring with a mentally challenged and physically handicapped person expecting the person with shortcomings to win. Yes, its so bad it needed a metaphor that graphic.

I realize it is unfair. (although you can also use a disabler when you’re defending a keep) But until it is nerfed(which I believe it will be, as it is still pretty new and it always takes Anet some time to nerf something that is just too over the top)……but until then, what is the big deal about just changing tactics? I have already started to see a lot more catapults being used to bust into keeps than I used to, and I imagine that is because of the disablers.

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(edited by Teon.5168)

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Posted by: Zaxares.5419

Zaxares.5419

The funiest part of the oil is to use the dome if you have oil mastery and watch the idiots (mostly p3wp3w rangers) kill themselves.

Yeah, you can get some amusing downs that way (rarely kills, since others in the zerg will res them), but more than likely you’ll get bursted down by the dozens of marks and AoE meteors dropped on the oil.

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Posted by: TexZero.7910

TexZero.7910

whats the most useless Siege Weapon in the game?

rams are now that siege disabler is in the game.

mesmer feedback, engi fort.turr. and guardian WofR says nope.
If done right, you actually got rewarded with a new mechanic to bate the waste of 10 supps per try out of the defenders.
People just need to adjust properly to the new situation.

Also, not sure about the oil.
It may be suicidal to man it, but usually commanders must clear it first before considering dropping rams, so it definitively buys you time, just by its existence.

I guess the most useless siege is normal AC’s
The guy using it maybe can tag some people, but even having 3 going does not really pressure a zerg, they take ages to take other siege out and are generally just a waste of 30 supplies.

dude. you can use disabler through gate…as in: my rams are on one side, and you are on the other completely out of sight, and can disable my rams…how on earth is anyone supposed to “adjust” to that? Develop telepathy?

Tried it in practice already, or do you just like to complain about everything instantly?
Tell your guardians to throw their WofR directly onto the gate and you’ll see how good they work.
The wall’s field is actually thick enough to cover the hitbox of the gate from the other side, so siege-disablers will get reflected from the other side as well, if you time your walls right.
Ofc you will get problems when the gate in question does not have a gap above to look trough, but that also improves the capability of small servers to hold their keep with reasonable chances.
Any attack on a keep should be a risk for the attacker anyways, so here you go: nice balance for the attacker (which just could chain-spam WofR (if he brings enough skilled people to organize the rota)) and for the defender in keeps (can’t be seen, therefore not be predicted).

You’re kitten right I’m complaining about this OP trap. If I don’t people like you will spout bullkitten like the above quote to defend it, and of course I’ve tried using reflects to counter the trap, it worked great until someone realized they can just spam the trap through a gate. The trap has been in the game for two months now, of course I’ve tried reflecting it. I don’t know whats more surprising, that you are defending a trap that might as well have removed rams from the game or that you think that is a serious counter. Reflects 100% of the time? Really? Wow man. Just wow.

Why not just use siege from range to bust down the walls if you’re having such a hard time against disablers? That only makes sense to me. Make it more difficult for the siege disablers to be used.

If I was someone using a siege disabler in defense, and the same squad just kept trying to ram the doors while I used the siege disablers over and over again, I would just start laughing at that squad’s inability and/or refusal to change their tactics.

/shrug……jmo

Missing the entire point.

Throwing it from behind a gate, where the enemy has no sight, and cannot react to it. In a game based on reactive play….. 0 risk, 100% reward. The mechanic of disabling siege is alright, the way its implemented currently is about as good as throwing a world class boxer in the ring with a mentally challenged and physically handicapped person expecting the person with shortcomings to win. Yes, its so bad it needed a metaphor that graphic.

I realize it is unfair. (although you can also use a disabler when you’re defending a keep) But until it is nerfed(which I believe it will be, as it is still pretty new and it always takes Anet some time to nerf something that is just too over the top)……but until then, what is the big deal about just changing tactics? I have already started to see a lot more catapults being used to bust into keeps than I used to, and I imagine that is because of the disablers.

Again missing the point, why should any single piece of siege be made utterly obsolete. The trap is broken, which you acknowledge, and yet for some asinine reason you’re trying to defend its legitimacy. There’s a time and a place for devils advocate, this isn’t one of them.

whats the most useless Siege Weapon

in WvW

Posted by: Teon.5168

Teon.5168

whats the most useless Siege Weapon in the game?

rams are now that siege disabler is in the game.

mesmer feedback, engi fort.turr. and guardian WofR says nope.
If done right, you actually got rewarded with a new mechanic to bate the waste of 10 supps per try out of the defenders.
People just need to adjust properly to the new situation.

Also, not sure about the oil.
It may be suicidal to man it, but usually commanders must clear it first before considering dropping rams, so it definitively buys you time, just by its existence.

I guess the most useless siege is normal AC’s
The guy using it maybe can tag some people, but even having 3 going does not really pressure a zerg, they take ages to take other siege out and are generally just a waste of 30 supplies.

dude. you can use disabler through gate…as in: my rams are on one side, and you are on the other completely out of sight, and can disable my rams…how on earth is anyone supposed to “adjust” to that? Develop telepathy?

Tried it in practice already, or do you just like to complain about everything instantly?
Tell your guardians to throw their WofR directly onto the gate and you’ll see how good they work.
The wall’s field is actually thick enough to cover the hitbox of the gate from the other side, so siege-disablers will get reflected from the other side as well, if you time your walls right.
Ofc you will get problems when the gate in question does not have a gap above to look trough, but that also improves the capability of small servers to hold their keep with reasonable chances.
Any attack on a keep should be a risk for the attacker anyways, so here you go: nice balance for the attacker (which just could chain-spam WofR (if he brings enough skilled people to organize the rota)) and for the defender in keeps (can’t be seen, therefore not be predicted).

You’re kitten right I’m complaining about this OP trap. If I don’t people like you will spout bullkitten like the above quote to defend it, and of course I’ve tried using reflects to counter the trap, it worked great until someone realized they can just spam the trap through a gate. The trap has been in the game for two months now, of course I’ve tried reflecting it. I don’t know whats more surprising, that you are defending a trap that might as well have removed rams from the game or that you think that is a serious counter. Reflects 100% of the time? Really? Wow man. Just wow.

Why not just use siege from range to bust down the walls if you’re having such a hard time against disablers? That only makes sense to me. Make it more difficult for the siege disablers to be used.

If I was someone using a siege disabler in defense, and the same squad just kept trying to ram the doors while I used the siege disablers over and over again, I would just start laughing at that squad’s inability and/or refusal to change their tactics.

/shrug……jmo

Missing the entire point.

Throwing it from behind a gate, where the enemy has no sight, and cannot react to it. In a game based on reactive play….. 0 risk, 100% reward. The mechanic of disabling siege is alright, the way its implemented currently is about as good as throwing a world class boxer in the ring with a mentally challenged and physically handicapped person expecting the person with shortcomings to win. Yes, its so bad it needed a metaphor that graphic.

I realize it is unfair. (although you can also use a disabler when you’re defending a keep) But until it is nerfed(which I believe it will be, as it is still pretty new and it always takes Anet some time to nerf something that is just too over the top)……but until then, what is the big deal about just changing tactics? I have already started to see a lot more catapults being used to bust into keeps than I used to, and I imagine that is because of the disablers.

Again missing the point, why should any single piece of siege be made utterly obsolete. The trap is broken, which you acknowledge, and yet for some asinine reason you’re trying to defend its legitimacy. There’s a time and a place for devils advocate, this isn’t one of them.

Please show me where I defended it’s ‘legitimacy’? Did you not bother to read my entire post? Again read what I said……

Here, I will make it more blatant. All your complaining and whining about it won’t change the fact that it now exists in game, no matter how over the top it is.
Until it is nerfed, change your tactics and adapt to find new ways to beat it.

smh

Forum discussions -
Mmo players with a screw loose vs mmo players with two screws loose. All very important stuff.
-Zenleto-

(edited by Teon.5168)