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Posted by: kirito.4138

kirito.4138

It’s a good idea

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Posted by: Roe.3679

Roe.3679

You’re right, but you’re herding cats. Try to explain before a match and hope they get it.

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Posted by: nekretaal.6485

nekretaal.6485

Not sure what OP is saying.

Scenerio 1:

Both teams send 1 person home and 4 people mid. OP’s team kills 2 people mid. You rezz what are you supposed to do?

I might push far, try to hold the attention of multiple people for a while and/or even decap far so my team can regroup.

Scenerio 2:

Op’s team sends one person home and 4 mid, your team sends 3 mid one home and one far.

In thus Scenerio the team that sent 3v4 is just asking to have their group wiped, which is what usually happens. The dude that went far: either lost, in which his team is now down 3 players (about 150 points, good game noob far rushers), won (but will be killed in a 2v1 shortly), or didn’t cap against the bunker (very likely, and this also results in a 2v1 where he dies).

Starting the game out far in solo Q gets your team wiped mid.

Every time.

Start far == you are a noob that caused your team to lose.

In team Q, rushing far is still a bad idea but can be cover come with voice communication and specific bunker specs designed to survive a 3v4. I still don’t like.

In hot join, rushing far is a good idea, because the team that is ahead in the points early in the game will get a 5v4 advantage from the spectator mode leeches looking for a free win.

But don’t ever rush far in solo Q, only the noobiest noobs do this, it gives you like a 90% chance to lose the match.

#24 leaderboard rank North America.

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Posted by: Roe.3679

Roe.3679

^ he’s saying scenario 2.

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Posted by: Cam Ron.4170

Cam Ron.4170

I push far all the time. If they send 2, I just run mid and we have a 4v3 there, if they send one, I can prevent him from capping, when the second guy gets there to help, I shadow-step and run mid, again creating an outnumbered scenario for my team.

Whats worse than 1 guy rushing far is what usually happens- the typical kitten solo q meta of 1 home, send 4 mid all kittening game as if its worth more points. It’s the most braindead thing ever yet it happens 80% of the time.

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Posted by: Narkodx.1472

Narkodx.1472

I push far all the time. If they send 2, I just run mid and we have a 4v3 there, if they send one, I can prevent him from capping, when the second guy gets there to help, I shadow-step and run mid, again creating an outnumbered scenario for my team.

Whats worse than 1 guy rushing far is what usually happens- the typical kitten solo q meta of 1 home, send 4 mid all kittening game as if its worth more points. It’s the most braindead thing ever yet it happens 80% of the time.

No.. I wish it happened 80% of the time – I would secure the team fight more often instead of wondering why the glass Thief is always in downed state at far

You may know what to do when pushing far as a Thief but sadly most do not – it is much better and safer to stick to 1 home 4 mid especially in solo q where communication and teamwork is non-existent

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Posted by: nekretaal.6485

nekretaal.6485

I push far all the time. If they send 2, I just run mid and we have a 4v3 there, if they send one, I can prevent him from capping, when the second guy gets there to help, I shadow-step and run mid, again creating an outnumbered scenario for my team.

Whats worse than 1 guy rushing far is what usually happens- the typical kitten solo q meta of 1 home, send 4 mid all kittening game as if its worth more points. It’s the most braindead thing ever yet it happens 80% of the time.

You are causing your team to get wiped 3v4 mid.

What you should be doing is helping the mid team secure the first kill, then shadow refuge and set up your teleport. Then rush far. Your team will still be 4v3 if the guy who got home rotates mid, and you get either the far point or a 4v3 massacre mid depending on how their home player rotated.

Some maps, ESP legacy, snowball after the first kill, so getting that first kill is much more important than the far point. Leaving your team in a 3v4 mid is just screwing your team in a high risk, low reward scenario.

Sending 1 home 4 mid all game would be nice to have on your team. You only need 2 points, not 3 to win. If 1 home 4 Mid wins the points, then stick to what wins. I’ve seen winning teams start losing because winners get greedy and want all three points, spreading themselves thin.

#24 leaderboard rank North America.

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Posted by: Cam Ron.4170

Cam Ron.4170

I push far all the time. If they send 2, I just run mid and we have a 4v3 there, if they send one, I can prevent him from capping, when the second guy gets there to help, I shadow-step and run mid, again creating an outnumbered scenario for my team.

Whats worse than 1 guy rushing far is what usually happens- the typical kitten solo q meta of 1 home, send 4 mid all kittening game as if its worth more points. It’s the most braindead thing ever yet it happens 80% of the time.

No.. I wish it happened 80% of the time – I would secure the team fight more often instead of wondering why the glass Thief is always in downed state at far

You may know what to do when pushing far as a Thief but sadly most do not – it is much better and safer to stick to 1 home 4 mid especially in solo q where communication and teamwork is non-existent

but 1 home 4 mid is soooo predictable, so if the other team is going to do it, why not 2 home 3 far play the sides? much better strat than to bash heads together mid imo. i only rush far with a thief because they escape and get to far fast, I’m not going for the kills or cap, just to distract and bait help over. I rarely die rushing far but when I do I realize its a huge failure. more often than not i can stop a cap for 20-30 seconds and draw another defender before shadowstepping out. i just think with the braindead 1 home 4 mid, 2 home 3 far would crush it. (or thinking outside the box in general)

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Posted by: Zoso.8279

Zoso.8279

Honestly in soloq where their really is no coordination its best to keep tactics as simple as possible. tPvP is where you can really work on better tactics because whole team should be on the same page and adapt to any changes quicker.

Plus if you have 1 bunker home and 1 bunker mid once points are secured other 3 players can roam depending on flow of the match.

Necromancer Main

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Posted by: nekretaal.6485

nekretaal.6485

Numbers matter soo much in this game. The WvW side with more numbers wins 90+% of the time.

The SPvp 5v4 results in a win 95+% of the time.

Numbers>skill.

So why would you leave your teammates (who you don’t even know whether they are skilled) in a certain to lose 3v4 at the start of the game?

B/c of mechanics like downed state Rez they have little chance of winning or even securing a kill. Why would you do this? why????

#24 leaderboard rank North America.

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Posted by: nekretaal.6485

nekretaal.6485

This requires you to be coordinated. Fat chance. You are lucky enough if every person loads into the game on time.

2 minutes of wait time before the game is too long so people fill it doing PvE or lobby chat and load in too late for a strategy.

You are a theif Ill suited for a team fight. I get this. So, either volunteer to start home, or just go to the team fight mid anyways.

After the first kill, (your team, their team doesn’t matter) you will shadow refuge & rush far and probably never be in another big team fight the rest of the match.

Just help your teammates get the first kill if you can. It’s that important.

  • apply especially to Foefire, does not apply to sky hammer, that map is it’s own beast **
#24 leaderboard rank North America.

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Posted by: Kako.1930

Kako.1930

I usually try to play off how my team is playing, and since I usually TPVP, this means I stick to home and mid. It is the safest strategy and if you lose when sticking to this strategy, it’s usually because the other team is just better at the fighting part of it.

Unfortunately, (in SPVP especially) there are times when I see all 4 of my teammates rush to the home point, and since a 1 v 4 at mid is plain suicide, this is when I would push to far. With a team that starts off this bad, it usually ends up in a loss anyways, but if I can just keep the far point then things work out alright sometimes.

Even so, pushing far is never a good idea unless you’re with an organized team in teamspeak and you have a special strategy. With pugs, it just doesn’t work out 95% of the time.

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Posted by: Julie Yann.5379

Julie Yann.5379

I push far on some maps where the point is close and I can get there fast enough to keep it contested, denying the other team early points. Many times I end up 1v2 for a bit before getting out and joining the fight at mid. After the match is in full swing it really depends on what is going on. If I can sneak out and get a quick decap, it’s worth it. I’ve won many games by pushing far and denying the other team points but you can’t push every time. You need to be able to read the situation which unfortunately not many people do in soloq.

I got kitten from one of my teammate once for pushing while the other team kept zerging mid leaving their home completely unprotected and forgetting about it. We won by over 200 points yet I was still a stupid idiot for pushing far.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

(edited by Julie Yann.5379)

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Posted by: Nabrok.9023

Nabrok.9023

2 minutes of wait time before the game is too long so people fill it doing PvE or lobby chat and load in too late for a strategy.

If people would just press the kitten “I am Ready” button …

“I’m not a PvE, WvW, or PvP player – I am a Guild Wars 2 player”
Tarnished Coast – Dissentient [DIS]
All classes

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Posted by: Geiir.7603

Geiir.7603

I sometimes push far, but that is only when I see that we can gain something from it. Decap when we are winning mid, holding 2 persons at far while my team 4v3 at mid or to kill and cap if I know I can (aka after mid is under control).

Pushing far should not be done by professions with low mobility or players that don’t know what they are doing. Having far decapped can win the game if you know what you are doing.

Had one match on Foefire where graveyard was constantly neutral. We won the match because I managed to keep far decapped while our bunker kept graveyard contested. An interesting match, but a rare one.

Melder – Thief

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Posted by: Razor.9872

Razor.9872

Unless you’re playing in TotSS, then ignoring mid can actually be beneficial at first.

NSPride <3

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Posted by: Roe.3679

Roe.3679

Unless you’re playing in TotSS, then ignoring mid can actually be beneficial at first.

Can’t ignore mid on legacy, certainly not with pugs anyway. Almost impossible to rotate without mid.

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Posted by: Razor.9872

Razor.9872

Unless you’re playing in TotSS, then ignoring mid can actually be beneficial at first.

Can’t ignore mid on legacy, certainly not with pugs anyway. Almost impossible to rotate without mid.

Right, TotSS is probably the only map one can do that on.

NSPride <3

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Posted by: robertul.3679

robertul.3679

“Far is noob.” – Mighty Meak

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Posted by: ellesee.8297

ellesee.8297

Hello Frands! Vee Wee here, #1 Engi NA and world first rank 80!

After you down multiple people is actually the best time to push far! 15 second respawns is plenty of time to neut far point! Vee Wee always pushes far because that’s how you carry a team!

Wahoo! Bye frands!

#1 Engi NA and world first rank 80!
#1 Frandliest person NA!
http://www.twitch.tv/Livskis

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Posted by: Relentliss.2170

Relentliss.2170

How about this.

3 far. 2home.

Likely scenario. Cap both and give up mid. This is a lot easier to orchestrate than winning the battle at mid.

We don’t need to make mandatory gear treadmills, we make all of it optional

Anet lied (where’s the Manifesto now?)

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Posted by: Harbinger.8637

Harbinger.8637

It really depends on your comp and also the enemy comp. If you have lets say a bunker Guard on your team, and they don’t. Chances are pretty high that you’ll win the mid fight even if it’s 3v4.

Pretty much it’s all situational. Some times it’s good and others times it’s a terrible idea.

Guardian WvW Guide!
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(edited by Harbinger.8637)

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Posted by: Archaon.9524

Archaon.9524

We got close, we wiped them on mid…yeah let’s go far with 2-3 ppl getting owned after they all respawn and loosing other points right after cause you find yourself in 2/3v5…because a bunch of reterds just died on far for no reason..

“because just decapping far with a roamer and disengaging on respawn it’s not how we do things in hotjoin..never disengage, hotjoin heroes must die like id…cough…heroes…”

…pretty much 90% soloq matches atm…and sad part is that still happens in high ladder matches too..

going for 3cap in soloq with random ppl and no ts (Unless you’re fighting totally hopeless teams like winning 1v2 and stuff like that) is almost always a BAD idea..

Let alone pu mesmers and kitten like that permadead 1v1 on far because they think they can do something just because they win 1v1 in zerg vs zerg…and after dieing first time they just keep going and going…getting owned every single time…

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(edited by Archaon.9524)

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Posted by: Narkodx.1472

Narkodx.1472

We got close, we wiped them on mid…yeah let’s go far with 2-3 ppl getting owned after they all respawn and loosing other points right after cause you find yourself in 2/3v5…because a bunch of reterds just died on far for no reason..

“because just decapping far with a roamer and disengaging on respawn it’s not how we do things in hotjoin..never disengage, hotjoin heroes must die like id…cough…heroes…”

…pretty much 90% soloq matches atm…and sad part is that still happens in high ladder matches too..

going for 3cap in soloq with random ppl and no ts (Unless you’re fighting totally hopeless teams like winning 1v2 and stuff like that) is almost always a BAD idea..

LOL
SO TRUE
+10000000

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Posted by: Archaon.9524

Archaon.9524

How about this.

3 far. 2home.

Likely scenario. Cap both and give up mid. This is a lot easier to orchestrate than winning the battle at mid.

Then half of your team is probably going to mid right after getting sides, dieing horribly 30 secs later and leaving you outnumbered on your sides…then they kill you and those who were still defending sides while your stupid mates respawn…then they will never wait for regroup and they are probably gonna fight 3v5 getting wiped again…then you respawn already outnumbered and can’t do kitten…and…oh look..match is over and you lost…

average soloq rotation…

Ark 2nd Account

(edited by Archaon.9524)

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Posted by: Zoso.8279

Zoso.8279

How about this.

3 far. 2home.

Likely scenario. Cap both and give up mid. This is a lot easier to orchestrate than winning the battle at mid.

Then half of your team is probably going to mid right after getting sides, dieing horribly 30 secs later and leaving you outnumbered on your sides…

yeah and lets also not forget they get to mid quicker then you get to far. Far is just no good in start of fight. Home/Mid then you harass far but never prioritize it because its the farthest node from your spawn point…. lol… sometimes simple is better.

Necromancer Main

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Posted by: Archaon.9524

Archaon.9524

How about this.

3 far. 2home.

Likely scenario. Cap both and give up mid. This is a lot easier to orchestrate than winning the battle at mid.

Then half of your team is probably going to mid right after getting sides, dieing horribly 30 secs later and leaving you outnumbered on your sides…

yeah and lets also not forget they get to mid quicker then you get to far. Far is just no good in start of fight. Home/Mid then you harass far but never prioritize it because its the farthest node from your spawn point…. lol… sometimes simple is better.

The only map where sides are actually better than close-mid is temple both because you can’t see who’s one sides from mid (While you can still easily take a look at mid to see if it’s freecap when you roam between sides) and because getting sides also gives you a way better control on stillness. But i wouldn’t go for this “high level” (lol) tactic in soloq…it’s already really hard to prevent your mates from running around like mad wvsw chickens…let alone setting up some sort of rotation or tactic…

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Posted by: Trevor Boyer.6524

Trevor Boyer.6524

One person to far is often a good idea actually

A Ranger as example, can still pressure a point when it is off-point while it draws people to chase it off-point, when they aren’t able to maintain pressure on-point

It can be a strong tactic in the opening of a match to easily/quickly take mid and keep them from rushing home

Solo far-rush isn’t really about taking far, it’s more about the pressure
Just know when to disengage and head back to mid

I use the name Barbie on all of my characters.

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Posted by: Ynna.8769

Ynna.8769

One person to far is often a good idea actually

A Ranger as example, can still pressure a point when it is off-point while it draws people to chase it off-point, when they aren’t able to maintain pressure on-point

It can be a strong tactic in the opening of a match to easily/quickly take mid and keep them from rushing home

Solo far-rush isn’t really about taking far, it’s more about the pressure
Just know when to disengage and head back to mid

True, but it requires a level of coordination and cooperation you can’t expect when playing with strangers.

“Come on, hit me!”

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Posted by: Cynz.9437

Cynz.9437

Hello Frands! Vee Wee here, #1 Engi NA and world first rank 80!

After you down multiple people is actually the best time to push far! 15 second respawns is plenty of time to neut far point! Vee Wee always pushes far because that’s how you carry a team!

Wahoo! Bye frands!

if you downed someone, yes it might be good time…

the issue if when there is always someone going far and completely ignores points that team already has… what is most common situation is that it leads to outnumbered case on other points and own team wipes while that 1 guy is sittin at far…. suddenly we don’t have 2 points anymore and don’t have real chance to get those back either

even worse is when the guy pushing far keeps wiping there and contributes absolurely nothing to team whole game

i have had games where i was forced to sit at home all game and just kept killing enemy players that just kept comming one by one to our home, we had them 3 capped all game….

All is Vain~
[Teef] guild :>

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Posted by: Demonoid.1974

Demonoid.1974

I push far all the time. I do it even more when people all caps at me to stop going far. Sometimes I say I got home and then change my mind and run straight to far. Deal with it. Running to far at the start of the game is a great tactic. Sometimes I run in circles around the far point while the enemy team chases me. I’m winning and I know it. #HatersGonnaHate

http://www.twitch.tv/demonold/profile
-complain less, train harder-

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Posted by: Zoso.8279

Zoso.8279

I push far all the time. I do it even more when people all caps at me to stop going far. Sometimes I say I got home and then change my mind and run straight to far. Deal with it. Running to far at the start of the game is a great tactic. Sometimes I run in circles around the far point while the enemy team chases me. I’m winning and I know it. #HatersGonnaHate

Thats not being a very good team player bro. You leave home uncapped when you say your going to cap? You might as well just afk all match. You most likely don’t cap far your team lose mid and home well it was never capped so even if the other team runs same tactic (go far) then they will cap far with no resistance. #notwinning

Necromancer Main

(edited by Zoso.8279)

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Posted by: Elfindale.4836

Elfindale.4836

solo q is a mess, people do not trust each other and more importantly, give me a reason to not to go far when you have 2+mes, thieves, power rangers necros,med guards etc, you name it.

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Posted by: Cynz.9437

Cynz.9437

solo q is a mess, people do not trust each other and more importantly, give me a reason to not to go far when you have 2+mes, thieves, power rangers necros,med guards etc, you name it.

actually i get 3 thieves teams all the time and we end up holding mid and home most of the matches O.o
the only time mid is absolute no go is when enemy has 2 turrets engis and bunker guards camping mid

All is Vain~
[Teef] guild :>

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Posted by: Elfindale.4836

Elfindale.4836

solo q is a mess, people do not trust each other and more importantly, give me a reason to not to go far when you have 2+mes, thieves, power rangers necros,med guards etc, you name it.

actually i get 3 thieves teams all the time and we end up holding mid and home most of the matches O.o
the only time mid is absolute no go is when enemy has 2 turrets engis and bunker guards camping mid

nay let’s be honest and realistic, I know it is all possible, but i just don’t like bet my winning chance on enemy team has even worse comp than we do.
when the comparison was made and u realized that you have a mesmer on the team is running pu, you theif is a d/p zerker. Generally speaking,when you realize you team mate plays a build that depends on others been able to hold mid to be effective. you just want to say," kitten this" I am going far.

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Posted by: Zerothousand.3089

Zerothousand.3089

Thats not being a very good team player bro. You leave home uncapped when you say your going to cap? You might as well just afk all match. You most likely don’t cap far your team lose mid and home well it was never capped so even if the other team runs same tactic (go far) then they will cap far with no resistance. #notwinning

I don’t think you understand the significance of being able to hold 2+ people at far point. that gives your team a really good advantage to win the team fights mid and what not. Pushing far is an excellent tactic.

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Posted by: Archaon.9524

Archaon.9524

Thats not being a very good team player bro. You leave home uncapped when you say your going to cap? You might as well just afk all match. You most likely don’t cap far your team lose mid and home well it was never capped so even if the other team runs same tactic (go far) then they will cap far with no resistance. #notwinning

I don’t think you understand the significance of being able to hold 2+ people at far point. that gives your team a really good advantage to win the team fights mid and what not. Pushing far is an excellent tactic.

You still need enemy team to be reterded enough to leave 2 ppl fighting one while they’re losing other points…so we’re still in the case of their team already being way worse than yours, if they need 2 guys to manage one and can’t just rotate an hardcounter there you’re gonna win the match anyway

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(edited by Archaon.9524)