Koffix [xxx] (all the rest)
[Phnx] Phoenix Rises from the Ashes | Crystal Desert
I’ve noticed a proliferation of 1v3 (I’ve seen 4-5 just go point to point) and greater on point. Are we srsly gonna make zerg a meta in lower ranked matches? It’s a legal and legit strategy, but it seems somehow low brow. Has anyone else seen this or am I srsly argument from personal experience.
note: NO QQ. I think there’s plenty of counter to the zerg strat, but it all seems so unispired.
Do you expect people to just stand on a point all game? If my team wipes the floor with the other at the beginning of the game we’re going to move onto the next node rather than sit there and wait for them to come back.
Whatever wins the round mate. GW2 sPvP is as much tactics as it is personal skill. Or more.
There’s a difference between teams ARE zergy and teams that SEEM zergy.
The ones that are zergy usually get out-rotated and shouldn’t be a concern.
The ones that seem zergy appear that way because they beat you in fights (team or 1v1) and your teammates are out spawning making you outnumbered on the field. That’s how you get 1v2, 1v3 on a point. Your teammates aren’t around
lower ranked? the abjured’s entire strategy is to zerg :P
Players need to learn some basic counter strategies.
Too many times I see players go into losing fight to suicide or trying to be a god in 1v2 but instead die in 5sec and blowing all cool downs.
I feel people over use the word Zerg. A real Zerg is when a team decides that they will all go to one point to overpower the other team and then move on to the next as a team. Splitting 3 and 2 isn’t Zerg just because there’s only one of the other team at the node.
Do you expect people to just stand on a point all game? If my team wipes the floor with the other at the beginning of the game we’re going to move onto the next node rather than sit there and wait for them to come back.
No wonder newbies always cause the match…
What you should do is, after killing them and capping the node, you should stand in a position you can see them walk by, and intercept them on the way to node.
They WILL come to you, seriously. Stop roaming around like an idiot.
Do you expect people to just stand on a point all game? If my team wipes the floor with the other at the beginning of the game we’re going to move onto the next node rather than sit there and wait for them to come back.
No wonder newbies always cause the match…
What you should do is, after killing them and capping the node, you should stand in a position you can see them walk by, and intercept them on the way to node.
They WILL come to you, seriously. Stop roaming around like an idiot.
Seriously that’s nonsense. If you’re not capping you’re not playing right. If your team has two nodes and the third is sitting there empty or one player on it you go get it. You don’t just stand there waiting.
Do you expect people to just stand on a point all game? If my team wipes the floor with the other at the beginning of the game we’re going to move onto the next node rather than sit there and wait for them to come back.
No wonder newbies always cause the match…
What you should do is, after killing them and capping the node, you should stand in a position you can see them walk by, and intercept them on the way to node.
They WILL come to you, seriously. Stop roaming around like an idiot.Seriously that’s nonsense. If you’re not capping you’re not playing right. If your team has two nodes and the third is sitting there empty or one player on it you go get it. You don’t just stand there waiting.
No you’re wrong. If you win the 2 nodes, then the enemy team would have been wiped and most likely to be on respawn within seconds apart from each other. Now if you have a coordinated team full of extremely good players, you can then play for all 3 nodes, intercepting and spawn camping and force them to stay in their base to regroup.
However with average match up, it is highly unlikely that your team would close off all exits of enemy spawn, and win outnumbered fights while communicating about positions of players and their cooldowns, and even withstand outnumbered fight that will happen outside of spawn. It is safer to have 2 people scouting the exits of each spawn, be ready to rotate while 3 other people can potentially push far, but most people choose to push far, get snowballed, and lose. Also depending on the enemy team and your team’s composition, playing for 3 nodes isn’t viable. You can surely decap the node, but the time spent capturing the node and holding the node could cost your team in outnumbered fights across other 2 nodes.
This has very similar mindset to killing the secondary objectives in forest. You can get small lead in points, but in overall you are putting your team in danger by leaving them outnumbered.
Basically, you should have the same amount of players the opponent have on each node. Whenever you kill them, you´re getting “wildcards” for outnumbering them elsewhere. Thats the basic strategy behind conquest mode, not zerging.
Basically, you should have the same amount of players the opponent have on each node. Whenever you kill them, you´re getting “wildcards” for outnumbering them elsewhere. Thats the basic strategy behind conquest mode, not zerging.
Unfortunately, this is probably the worse strategy in the game. Right now, it works well because the meta is ridiculous and has builds that are rather forgiving, but in solo queue, it’s better to let the opponent hold middle point( 90% of the time there will be a player sitting there) and playing 5v4 on other 2 nodes. You make it 3v2 with damagers, and 2v2 with the biggest sustain from your party. Fighting a bunker 1v1 on his point makes no sense
Basically, you should have the same amount of players the opponent have on each node. Whenever you kill them, you´re getting “wildcards” for outnumbering them elsewhere. Thats the basic strategy behind conquest mode, not zerging.
Unfortunately, this is probably the worse strategy in the game. Right now, it works well because the meta is ridiculous and has builds that are rather forgiving, but in solo queue, it’s better to let the opponent hold middle point( 90% of the time there will be a player sitting there) and playing 5v4 on other 2 nodes. You make it 3v2 with damagers, and 2v2 with the biggest sustain from your party. Fighting a bunker 1v1 on his point makes no sense
That is not the build meta, that is the gameplay mode and how its designed. Of course there will be 1 person holding middle point – that’s how you win the game. If a team of 5 decides to 5v4, its not over 2 points. Its 5v4 on 1 point, because the other team only need to hold 1 point in addition to center. And 4 people can hold against 5 for quite some time if they are good, while the team is raking in 2v1 in points. Or even better, 3v0 or 2v0 because that one guy on middle can cap far and home only need to keep the 5 from capping. Which usually leads to people not playing like this, and instead go the 3-2 route to maintain at least 2 points.
The zerg strategy assume an organized and good team, which is not that common afaik.
Do you expect people to just stand on a point all game? If my team wipes the floor with the other at the beginning of the game we’re going to move onto the next node rather than sit there and wait for them to come back.
No wonder newbies always cause the match…
What you should do is, after killing them and capping the node, you should stand in a position you can see them walk by, and intercept them on the way to node.
They WILL come to you, seriously. Stop roaming around like an idiot.Seriously that’s nonsense. If you’re not capping you’re not playing right. If your team has two nodes and the third is sitting there empty or one player on it you go get it. You don’t just stand there waiting.
No you’re wrong. If you win the 2 nodes, then the enemy team would have been wiped and most likely to be on respawn within seconds apart from each other. Now if you have a coordinated team full of extremely good players, you can then play for all 3 nodes, intercepting and spawn camping and force them to stay in their base to regroup.
However with average match up, it is highly unlikely that your team would close off all exits of enemy spawn, and win outnumbered fights while communicating about positions of players and their cooldowns, and even withstand outnumbered fight that will happen outside of spawn. It is safer to have 2 people scouting the exits of each spawn, be ready to rotate while 3 other people can potentially push far, but most people choose to push far, get snowballed, and lose. Also depending on the enemy team and your team’s composition, playing for 3 nodes isn’t viable. You can surely decap the node, but the time spent capturing the node and holding the node could cost your team in outnumbered fights across other 2 nodes.
This has very similar mindset to killing the secondary objectives in forest. You can get small lead in points, but in overall you are putting your team in danger by leaving them outnumbered.
Leaving the 3rd node is giving the other team a free point. Garbage.
lower ranked? the abjured’s entire strategy is to zerg :P
This. If you ever watch The Abjured the way they win fights is they Zerg them then go back and cap all the decapped points while the enemy team is all dead. The reason this works well on NA is because there’s some sort of philosophy that you have to 5 man home after you get wiped, which in reality is a terrible idea vs a comp like that.
Do you expect people to just stand on a point all game? If my team wipes the floor with the other at the beginning of the game we’re going to move onto the next node rather than sit there and wait for them to come back.
No wonder newbies always cause the match…
What you should do is, after killing them and capping the node, you should stand in a position you can see them walk by, and intercept them on the way to node.
They WILL come to you, seriously. Stop roaming around like an idiot.Seriously that’s nonsense. If you’re not capping you’re not playing right. If your team has two nodes and the third is sitting there empty or one player on it you go get it. You don’t just stand there waiting.
No you’re wrong. If you win the 2 nodes, then the enemy team would have been wiped and most likely to be on respawn within seconds apart from each other. Now if you have a coordinated team full of extremely good players, you can then play for all 3 nodes, intercepting and spawn camping and force them to stay in their base to regroup.
However with average match up, it is highly unlikely that your team would close off all exits of enemy spawn, and win outnumbered fights while communicating about positions of players and their cooldowns, and even withstand outnumbered fight that will happen outside of spawn. It is safer to have 2 people scouting the exits of each spawn, be ready to rotate while 3 other people can potentially push far, but most people choose to push far, get snowballed, and lose. Also depending on the enemy team and your team’s composition, playing for 3 nodes isn’t viable. You can surely decap the node, but the time spent capturing the node and holding the node could cost your team in outnumbered fights across other 2 nodes.
This has very similar mindset to killing the secondary objectives in forest. You can get small lead in points, but in overall you are putting your team in danger by leaving them outnumbered.
Leaving the 3rd node is giving the other team a free point. Garbage.
just think of it this way , you go for node three traveling from home around the middle route while a opposing team mate just spawned and you get tagged on the way to node 3 , that player now knows you have left home and will go home to decap unless a different team mate roates to cover you .
if not by the time youve traveled and decaped far home is flipped and the opposing player has enough time to take out chief or travel to mid if un-contested. (because your team is still alive over at mid/far leaving home nearly defenceless unless a fast thief or mesmer gets there to contest , though thief and mesmer are not too great at holding a cap it’ll do for the mean time but you can’t rely on random teams mates to decide this .
if you do manage to get far and home is flipped , it’ll create a convergance point at mid or far(if far you’ve got the advantage but still leaves a opposing player able to +1 the mid fight)
if not then mid will become a 5vs4 if the opposing team decided to charge mid to cause a map snowball in a big fight hoping to put your team on respawn.
so it is all situational.
(edited by Zenos Osgorma.2936)
So now 3 players are a zerg. Would you also consider a ranger +pet as a zerg? hehehe
Do you expect people to just stand on a point all game? If my team wipes the floor with the other at the beginning of the game we’re going to move onto the next node rather than sit there and wait for them to come back.
No wonder newbies always cause the match…
What you should do is, after killing them and capping the node, you should stand in a position you can see them walk by, and intercept them on the way to node.
They WILL come to you, seriously. Stop roaming around like an idiot.Seriously that’s nonsense. If you’re not capping you’re not playing right. If your team has two nodes and the third is sitting there empty or one player on it you go get it. You don’t just stand there waiting.
No you’re wrong. If you win the 2 nodes, then the enemy team would have been wiped and most likely to be on respawn within seconds apart from each other. Now if you have a coordinated team full of extremely good players, you can then play for all 3 nodes, intercepting and spawn camping and force them to stay in their base to regroup.
However with average match up, it is highly unlikely that your team would close off all exits of enemy spawn, and win outnumbered fights while communicating about positions of players and their cooldowns, and even withstand outnumbered fight that will happen outside of spawn. It is safer to have 2 people scouting the exits of each spawn, be ready to rotate while 3 other people can potentially push far, but most people choose to push far, get snowballed, and lose. Also depending on the enemy team and your team’s composition, playing for 3 nodes isn’t viable. You can surely decap the node, but the time spent capturing the node and holding the node could cost your team in outnumbered fights across other 2 nodes.
This has very similar mindset to killing the secondary objectives in forest. You can get small lead in points, but in overall you are putting your team in danger by leaving them outnumbered.
Leaving the 3rd node is giving the other team a free point. Garbage.
just think of it this way , you go for node three traveling from home around the middle route while a opposing team mate just spawned and you get tagged on the way to node 3 , that player now knows you have left home and will go home to decap unless a different team mate roates to cover you .
if not by the time youve traveled and decaped far home is flipped and the opposing player has enough time to take out chief or travel to mid if un-contested. (because your team is still alive over at mid/far leaving home nearly defenceless unless a fast thief or mesmer gets there to contest , though thief and mesmer are not too great at holding a cap it’ll do for the mean time but you can’t rely on random teams mates to decide this .
if you do manage to get far and home is flipped , it’ll create a convergance point at mid or far(if far you’ve got the advantage but still leaves a opposing player able to +1 the mid fight)
if not then mid will become a 5vs4 if the opposing team decided to charge mid to cause a map snowball in a big fight hoping to put your team on respawn.
so it is all situational.
If you’re ignoring far and so is the other team then basically all you’re creating is a never ending battle at mid.
But that never happens. The other team always sends someone/multiple to your home if you ignore their home.
It also depends on what map you’re on. Something like foefire you can have a ranger sitting up on top shooting down while keeping an eye on home. Can’t do the same on forest. Khylo you can keep on eye on everything from the tower going wherever you see the other team running. If you see they abandon home then you make a run to decap and run back. Or if you’re mesmer portal back.
Do you expect people to just stand on a point all game? If my team wipes the floor with the other at the beginning of the game we’re going to move onto the next node rather than sit there and wait for them to come back.
No wonder newbies always cause the match…
What you should do is, after killing them and capping the node, you should stand in a position you can see them walk by, and intercept them on the way to node.
They WILL come to you, seriously. Stop roaming around like an idiot.Seriously that’s nonsense. If you’re not capping you’re not playing right. If your team has two nodes and the third is sitting there empty or one player on it you go get it. You don’t just stand there waiting.
No you’re wrong. If you win the 2 nodes, then the enemy team would have been wiped and most likely to be on respawn within seconds apart from each other. Now if you have a coordinated team full of extremely good players, you can then play for all 3 nodes, intercepting and spawn camping and force them to stay in their base to regroup.
However with average match up, it is highly unlikely that your team would close off all exits of enemy spawn, and win outnumbered fights while communicating about positions of players and their cooldowns, and even withstand outnumbered fight that will happen outside of spawn. It is safer to have 2 people scouting the exits of each spawn, be ready to rotate while 3 other people can potentially push far, but most people choose to push far, get snowballed, and lose. Also depending on the enemy team and your team’s composition, playing for 3 nodes isn’t viable. You can surely decap the node, but the time spent capturing the node and holding the node could cost your team in outnumbered fights across other 2 nodes.
This has very similar mindset to killing the secondary objectives in forest. You can get small lead in points, but in overall you are putting your team in danger by leaving them outnumbered.
Leaving the 3rd node is giving the other team a free point. Garbage.
just think of it this way , you go for node three traveling from home around the middle route while a opposing team mate just spawned and you get tagged on the way to node 3 , that player now knows you have left home and will go home to decap unless a different team mate roates to cover you .
if not by the time youve traveled and decaped far home is flipped and the opposing player has enough time to take out chief or travel to mid if un-contested. (because your team is still alive over at mid/far leaving home nearly defenceless unless a fast thief or mesmer gets there to contest , though thief and mesmer are not too great at holding a cap it’ll do for the mean time but you can’t rely on random teams mates to decide this .
if you do manage to get far and home is flipped , it’ll create a convergance point at mid or far(if far you’ve got the advantage but still leaves a opposing player able to +1 the mid fight)
if not then mid will become a 5vs4 if the opposing team decided to charge mid to cause a map snowball in a big fight hoping to put your team on respawn.
so it is all situational.If you’re ignoring far and so is the other team then basically all you’re creating is a never ending battle at mid.
But that never happens. The other team always sends someone/multiple to your home if you ignore their home.
It also depends on what map you’re on. Something like foefire you can have a ranger sitting up on top shooting down while keeping an eye on home. Can’t do the same on forest. Khylo you can keep on eye on everything from the tower going wherever you see the other team running. If you see they abandon home then you make a run to decap and run back. Or if you’re mesmer portal back.
The never ending fights that favors you because you are holding 2 nodes that ticks points. Also the other team always send someone/multiple to your home regardless of 3 cap or 2 cap. And everyone knows about different map calling for different situation, and the importance of decapping nodes, but playing 3 points by pushing far and risking teamwipe and snowballing is high risk low return compare to playing for 2 nodes
Do you expect people to just stand on a point all game? If my team wipes the floor with the other at the beginning of the game we’re going to move onto the next node rather than sit there and wait for them to come back.
No wonder newbies always cause the match…
What you should do is, after killing them and capping the node, you should stand in a position you can see them walk by, and intercept them on the way to node.
They WILL come to you, seriously. Stop roaming around like an idiot.Seriously that’s nonsense. If you’re not capping you’re not playing right. If your team has two nodes and the third is sitting there empty or one player on it you go get it. You don’t just stand there waiting.
No you’re wrong. If you win the 2 nodes, then the enemy team would have been wiped and most likely to be on respawn within seconds apart from each other. Now if you have a coordinated team full of extremely good players, you can then play for all 3 nodes, intercepting and spawn camping and force them to stay in their base to regroup.
However with average match up, it is highly unlikely that your team would close off all exits of enemy spawn, and win outnumbered fights while communicating about positions of players and their cooldowns, and even withstand outnumbered fight that will happen outside of spawn. It is safer to have 2 people scouting the exits of each spawn, be ready to rotate while 3 other people can potentially push far, but most people choose to push far, get snowballed, and lose. Also depending on the enemy team and your team’s composition, playing for 3 nodes isn’t viable. You can surely decap the node, but the time spent capturing the node and holding the node could cost your team in outnumbered fights across other 2 nodes.
This has very similar mindset to killing the secondary objectives in forest. You can get small lead in points, but in overall you are putting your team in danger by leaving them outnumbered.
Leaving the 3rd node is giving the other team a free point. Garbage.
just think of it this way , you go for node three traveling from home around the middle route while a opposing team mate just spawned and you get tagged on the way to node 3 , that player now knows you have left home and will go home to decap unless a different team mate roates to cover you .
if not by the time youve traveled and decaped far home is flipped and the opposing player has enough time to take out chief or travel to mid if un-contested. (because your team is still alive over at mid/far leaving home nearly defenceless unless a fast thief or mesmer gets there to contest , though thief and mesmer are not too great at holding a cap it’ll do for the mean time but you can’t rely on random teams mates to decide this .
if you do manage to get far and home is flipped , it’ll create a convergance point at mid or far(if far you’ve got the advantage but still leaves a opposing player able to +1 the mid fight)
if not then mid will become a 5vs4 if the opposing team decided to charge mid to cause a map snowball in a big fight hoping to put your team on respawn.
so it is all situational.If you’re ignoring far and so is the other team then basically all you’re creating is a never ending battle at mid.
But that never happens. The other team always sends someone/multiple to your home if you ignore their home.
It also depends on what map you’re on. Something like foefire you can have a ranger sitting up on top shooting down while keeping an eye on home. Can’t do the same on forest. Khylo you can keep on eye on everything from the tower going wherever you see the other team running. If you see they abandon home then you make a run to decap and run back. Or if you’re mesmer portal back.
just saying your actions of trying for a 3 cap can induce a cause and effect (the effect is a possible snowball at mid or lossing Home and Far after respawns) one player alone can not make that Stratagy fool proof , it requires 2-3 players to stay at between far and mid to prevent a snowball and onther 2 roaming from mid to home to prevent Home decap.
but that is some highly co-ordinated team effort to pull of a succesful 3 node cap during mid roations hence why the pro Team above use a zerg rush tactic to start with then recover all 3 nodes during respawn because it is easier to defend nodes (and gain points while doing so) rather than attacking nodes (and not gaining points while doing so)
regardless of the map its a risky play even for organised teams.
If you can win a TF with relative ease just hold the two points you have and harass the third. Too often have I seen teams throw the game by trying to go for all 3 points.
Let them come. They come they die. Keep the third point harassed to confuse them a bit.
You establish close and mid, create an effective rotation to help either points with ease until you break the opponents rotation and can sneak their far, but only when you’re established and are dominating should you go out of bounds, remember how far you are from helping the team, and how vulnerable you are to being spawned on. You have to play as a team, and never should you provide a fair fight, be that a 5 v 5 battle for mid that be the case. May the best man win.
Here’s one of my best ranked matches, was we zerging, we weren’t even communicating.
https://www.youtube.com/watch?v=yGQHiBJm3yk
I never suggested holding 3 permanently. Just long enough that they lose points. Even just decapping it.
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