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Posted by: Darnis.4056

Darnis.4056

Dear Soloque masters; if you’re gonna rush far point lose 1v1 while your team loses at mid 4v3 or even worse win 1v1 get full cap and stay there and then spam team chat with why mid/close is being lost?
Tell me so I can Afk the match and add you to friends so I can check when you’re in a match to que.

Will the Real Pink Puma Please stand up?

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Posted by: redslion.9675

redslion.9675

I don’t know… I always torn between going to help my teammates and capping an enemy point left unchecked, what should I do?

However, I found that I feel much less frustrated when I play teamqueue (even by joining solo). And I feel like I’m playing better, even if I’m fighting more experienced opponents.

I don’t know why

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

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Posted by: Deep Star.6541

Deep Star.6541

Protip: Winning a team fight instead of decapping far point is much better mathematically. Let alone full cap a far point.

Optimal would be for you to decap far point and be back in time to help win the team fight at middle, which requires certain classes to do that and good communication to be back in time – which is nearly impossible while soloq without proper communication.

RiviƩre, Select Start, Cmnd Ctrl, Uninteresting Event @ Three Steps Ahead [Oz]

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Posted by: hooma.9642

hooma.9642

op should mention the guys that run from winning teamfight to farpoint to fight a respawned group and fight 1/2/3vs4/5 and then loose and wonder why short after that mid is lost or worse homepoint too.

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Posted by: Kavia.8249

Kavia.8249

Capping an empty enemy point is a gamble. You have to judge whether your team can re-enforce it before the enemy. If your team just lost a teamfight b/c you weren’t there, your opponents will simply rotate and smash you, keeping your team perpetually undermanned on the field.

Capping an empty enemy point works better on maps like Niflhel and Spirit Watch because it is more likely on those maps your team can rotate to you on respawn. On a map like Legacy of the Foefire, however, the mid point is so close to the sides that you’re going to get smashed quickly by enemy forces from the mid fight they just won.

And regarding the OP – losing a 1v1 on a point is always bad, regardless of the setting. Avoid fights you cannot win, and consider your build’s ability to disengage from losing fights if you are going to engage in risky 1v1s.

Kavia Kael
Champion Illusionist
Stormbluff Isle

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Posted by: Darnis.4056

Darnis.4056

Not even talking about Freecapping, or playing storm when your team lost mid..
Talking about 1 3 1 split in soloque; it’s a terrible idea.

Will the Real Pink Puma Please stand up?

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Posted by: brannigan.9831

brannigan.9831

Not even talking about Freecapping, or playing storm when your team lost mid..
Talking about 1 3 1 split in soloque; it’s a terrible idea.

Yet it happens all the time and they will yell at you if you try to correct them. I have found if you pay attention to the the guy who went to the far point solo to start off the match and died he will continue to do it all match even if he dies over and over and never accomplishes anything. As scary as it sounds conquest is too complicated for a lot of brain dead solo q pew pew enthusiasts. 1-3-1 is death strategy in solo q.

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Posted by: Myrmidian Eudoros.4671

Myrmidian Eudoros.4671

1-3-1 is death strategy in solo q.

Except for a decent thief on Forest of Nilfhel, yeah. Even there the “far pointer” shouldn’t be trying to 1v1 the point. Its more of a steal or stall them to the mid point tactic. If customs and Hot Joins weren’t such a God awful mess, then people might learn this before they get into ranked play.

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Posted by: Oblivion.8307

Oblivion.8307

it depends on the teammates you get and how map aware you are.

Symbolic

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Posted by: Elxdark.9702

Elxdark.9702

I really don’t know why people still do this.
Even people rank 40+ go to far and die fighting there while we lose mid.
Today I said some things to a mesmer who went far, he told me “I’ll keep going far only for you to get mad”.
I was like ok kitten you.

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Posted by: Yasha.5963

Yasha.5963

So some of you seem to be suggesting that the best strategy is for one person to cap home and four to go mid, then the player at home to go mid after capping home and have a good ol’ 5vs5 gang bang in the middle while both teams’ home remains free.

Is that how we should all play?

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Posted by: hackks.3687

hackks.3687

when that 5th teammate shows up at mid is when you send someone to decap, while the rest of the team play it safe and just try not to give up a cap at mid until the far point roamer gets back.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

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Posted by: redslion.9675

redslion.9675

Ok, thanks for the tips about that doubt!^^

Trial and error is not a good way to learn in soloqueue, because it’s hard to understand when something is an error or not.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

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Posted by: hooma.9642

hooma.9642

So some of you seem to be suggesting that the best strategy is for one person to cap home and four to go mid, then the player at home to go mid after capping home and have a good ol’ 5vs5 gang bang in the middle while both teams’ home remains free.

Is that how we should all play?

what haacks says + even if they send 1 or more to home u should win the midfight and then gang them on home.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Well I don’t think it’s a problem with the strategy so much as people think they’re good when they’re not.

For example, the few matches I’ve played with Caed on the opposite team, he’s done a lot of far point assault. Only he’s actually good enough to carry like that. Usually I see people failing to even get a neut and losing the 1v1 or dying as soon as a second opponent comes to reinforce.

If you have the right build and an accurate view of your own skill, it can be effective. Most people don’t, though.

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Posted by: hackks.3687

hackks.3687

So some of you seem to be suggesting that the best strategy is for one person to cap home and four to go mid, then the player at home to go mid after capping home and have a good ol’ 5vs5 gang bang in the middle while both teams’ home remains free.

Is that how we should all play?

what haacks says + even if they send 1 or more to home u should win the midfight and then gang them on home.

this is what I take issue with more than the guys who just run to far point over and over.

there’s nothing more detrimental to a good start to the match than half your team heading for far point after winning mid point. Please! For the love of God! Just turn around and defend (or just anticipate defending) your home point. It’s far easier to keep the team together and alive and in control of the map if you simply focus on holding your home point and mid and merely decap what you can, when you can.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

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Posted by: Elxdark.9702

Elxdark.9702

Well I don’t think it’s a problem with the strategy so much as people think they’re good when they’re not.

For example, the few matches I’ve played with Caed on the opposite team, he’s done a lot of far point assault. Only he’s actually good enough to carry like that. Usually I see people failing to even get a neut and losing the 1v1 or dying as soon as a second opponent comes to reinforce.

If you have the right build and an accurate view of your own skill, it can be effective. Most people don’t, though.

That only works in specific cases like the one you said.
A good player can easily take far vs a bad player, but if a good player goes far and confront another good player then probably the guy who went far will die or simply will leave.
The few times I’ve played against caed he usually dies at far.

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Posted by: JinDaVikk.7291

JinDaVikk.7291

lol rushing far point isn’t some crazy science.

requirements to rush far :

your home guy knows to head mid the second home is capped ( so mid isn’t 4v3)
you can win your 1v1 95+ percent of the time.
you can disengage every time.
it doesn’t take 2 minutes to win the 1v1.
you don’t let them have the cap.
you don’t 1v1 assault the point if they capped it.

I do it quite fine. But this is solo q man you can’t take it serious.

Team Radioactive
Crysis, Lil Damage, Ovi, Jindavikk, Guard
Causing cancer all day.

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Posted by: Mrbig.8019

Mrbig.8019

I don’t understand this, seriously.

If you tell your team you’re going far, then the close capper should know he should go mid as soon as he can in order to avoid being outnumbered at mid.

Meanwhile, if you’re able to neut the point and able to keep the guy on you on a 1vs1, then you’ll gain points from your close while both other points are contested.

It’s always a win-win situation, at worst it’s an equal situation if one of their team goes far for the decap just like you did.

It cannot be different since:

1. If they reinforce home than they’re outnumbered at mid (win)
2. If you keep both points neutered, you make points thanks to close ( win)
3. If they send one guy to far ( your close) than it’s not different ( equal)

If your home capper doesn’t go mid than you shouldn’t blame your far assaulter for losing mid fight: you should blame him only if he loses the 1vs1 or gets the point capped and can’t kill the guy fast enough.

I usually go far with my thief and very rarely do bad ( engi using elite, condi necro with wurm+golem, extremely well played hambow war) and even if i screw up ( and my team is not outnumbered at mid due to home capper having no idea what to do ) i’m always faster than their close defender so i can arrive at mid before him to ensure the win at mid ( this of course if they don’t lose mid fight, but again , in that case it’s not fault of your far point assaulter).

I don’t really understand this thread, probably you have always been matched with bad point assaulters/bad close defenders.

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Posted by: Ryan.9387

Ryan.9387

But I like to cap far and bunk it too. Farpoint allows your homepoint to go mid for a 4v4 and a 2 cap.

Ranger | Elementalist

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Posted by: hooma.9642

hooma.9642

we dont talk about teamq. we talk about soloq.. so how coordinated to u think they play? but thx to you both i guess a lot will still run farpoint.

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Posted by: RaynStargaze.6510

RaynStargaze.6510

Dear Soloque masters; if you’re gonna rush far point lose 1v1 while your team loses at mid 4v3 or even worse win 1v1 get full cap and stay there and then spam team chat with why mid/close is being lost?
Tell me so I can Afk the match and add you to friends so I can check when you’re in a match to que.

true story

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Ultimately, most sane strategies work as long as you coordinate them with your team.

If you decide to rush far point, that’s fine as long as your team is working with that in mind, but if they expect you to go mid and you rush off to far, now that’ll be a problem.

Seriously, communication is by far the most important aspect of having a working strategy, especially in solo queue, where you actually have to make an effort to have that communication.

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Posted by: kirito.4138

kirito.4138

Dear Soloque masters; if you’re gonna rush far point lose 1v1 while your team loses at mid 4v3 or even worse win 1v1 get full cap and stay there and then spam team chat with why mid/close is being lost?
Tell me so I can Afk the match and add you to friends so I can check when you’re in a match to que.

On the bright side. You had a 5v5 match and no afks.

http://www.twitch.tv/kirito4138
The only exclusive skyhammer stream

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Posted by: Luthan.5236

Luthan.5236

If 3 of my team are at mid and 1 at close and the 3 mid are already getting pwned(dead and downed icons) I prefer not to run there to also get killed(not being able to do anything useful). Instead might be better to get to far point.

Anf if you 1 vs. 1 someone at far it also is not that bad… I mean there still are 4 left on each team. So no problem. Problem if you cap the empty point of course and others are fighting somewhere else and the enemy has 1 more guy there.

I really like to decap(cause this happens so fast and capping takes much longer) with CCing bunker guardian out of the point. Then a long fight were he can’t take the point back.

Close point is ours… so this should be win if others get mid or mit stays uncapped cause fighting there…. and since it is 1 vs. 1 at far point not a big problem(of course if kille enemies respawn it will but then again they are missing at mid or somewhere else).

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Posted by: brannigan.9831

brannigan.9831

If 3 of my team are at mid and 1 at close and the 3 mid are already getting pwned(dead and downed icons) I prefer not to run there to also get killed(not being able to do anything useful). Instead might be better to get to far point.

Anf if you 1 vs. 1 someone at far it also is not that bad… I mean there still are 4 left on each team. So no problem. Problem if you cap the empty point of course and others are fighting somewhere else and the enemy has 1 more guy there.

I really like to decap(cause this happens so fast and capping takes much longer) with CCing bunker guardian out of the point. Then a long fight were he can’t take the point back.

Close point is ours… so this should be win if others get mid or mit stays uncapped cause fighting there…. and since it is 1 vs. 1 at far point not a big problem(of course if kille enemies respawn it will but then again they are missing at mid or somewhere else).

What if you cant even put the point into neutral? I have seen people go to the far point to start and they can’t even get the bunker to evade off the point enough to neutralize it. Also, if you have a home point bunker and they have a home point bunker at the start and they don’t send some one to contest your home point you are automatically putting your team at a disadvantage in the middle because they have four players to send there and you have three. At even skill levels a uneven fight is disastrous and ends quickly. Winning conquest is usually about forcing as many uneven fights as possible and making rotations to defend points you own. Since solo q is so unorganized to begin with you can quickly see that trying to work with 3 little armies is generally not a good idea in that kind of chaotic environment. Most w/l in solo q have very little to do with the player’s pew pew abilites in a fight but whehter they undersand the right strategies and rotations.

(edited by brannigan.9831)

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Posted by: Luthan.5236

Luthan.5236

Well… of course at the beginning it might be bad(usually even better to have 2 at our close point especially at Kyhlo were often one enemy is attacking there and your guy might lose 1 vs. 1). But later in battle I prefer to “run around”.

Cause often your close point is lot and mid is contested because the enemies just are not at mid… so it might seem okay to take their point where nobody of their team is… better than going to your close point and lose against 2 enemies while the other 4 of your team are losing against 3 at mid(and going there won’t help if 2 or 3 are downed already).

It depends on the situation and you need to look at the minimap. Also look at the health bar maybe… if you see 1 of your team capping 1 point and it takes long and he is low health he might loose(good if 1 of each class in team only so you can see by class icon and health bar without communicating).

Biggest problem is Spirit Watch: Either: Capping all points but not capping orbs(enemy sometimes caps 1 point and turns in orbs wich is enough for them to win). Or: Only capping orbs… not capping points(and even failing to bring the orbs to points cause enemy is waiting there to kill orb carrier. Pick up orb. Getting 30 points. Good balancing between running points or orb necessary.

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Posted by: Tarkan.5609

Tarkan.5609

so I am a thief and always going solo q – I shouldn’t go far and help my team to get mid is that right? and then maybe rush off to decap far (maybe even cap) and destroy treb on khylo or is the treb not worth the fight? (I think about Mesmer repair runs)

PvP, Teef & Engi

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Posted by: zone.1073

zone.1073

If the rest of the team is solid, with a good mixture of a bunker and killers, and you are aware that everyone is capable of supporting one another, then that is a good situation for 1 player to break off and contest a point solo.

If you are aware that you are babysitting your team, and that your teammates are inexperienced, that is the first big clue to stick with your team and not go on solo adventures. Shepherd the herd of cows. It’s up to you to keep everybody alive. Don’t break off solo. And if you notice a teammate is breaking off solo, you make a decision: 1) go with them and help them, if your team comp is incapable of winning in team fights, or 2) stay with your team and win that point before going anywhere else.

These decisions are made on the spot. There is no guide. Just need map awareness, and team/situational awareness to make those choices.