Trebuchets need ammo limits
The counter is you build your own kitten siege weapon to destroy the Treb with, OR send a squad to assault the thing while your main forces keep them focused on other things.
That’s how siege warfare is suppose to work. It doesn’t need to damage itself. That task is the responsibility of the enemy.
AoE limits do more harm then good.
Because of those limits, WvW has devolved into an AoE fest.
I would much rather have trebs constantly knocking down walls then see the horde of undeniables swarm over the wall and auto-attack it down…
Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~
If the counter was so simple, this wouldnt be an issue. There is no easy counter to 3rd floor SM trebs hitting Durios/Quentin/Klovan/Wildcreek
They can be placed out of sight un-targetable by any ballistas. The only counter is a treb of your own to hit the 3rd floor.
This requires 10 ppl to instand build your treb, and 3-4 eles to swirling winds their counter fire from their mortars and trebs.
Meanwhile they can zerg down your treb or just have eles swirling winds the 3rd floor making your efforts useless so this only works if you can catch them by suprise.
The purpose of seige warfare is to hit your enemies hard, drain their resurces and force them out. Otherwise they could sit behind their walls indeffinatly. However I do agree that for the wide area of damage a well set seige can cover attacking teams should have an ammo penalty in some form. I dont think destroying the siege gear on use is the option, rather attacking teams should be forced to feed continous resources into the seige weapons for use. Forcing players on both sides to really consider resource management and the viability of prolonged sieges.
(edited by smezmer.1206)
I agree with smezmer, the only problem I can find with your suggestion is the problem of then using them to defend as resource can run low really quickly, maybe just the long range ones can need ammo, and maybe only for the last 25%ish of their range. Maybe like an upgrade, only lasts x uses but increases the range to max, then it breaks and has to be re-upgraded.
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