always the far pushers.....

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Posted by: sephiroth.4217

sephiroth.4217

I always go far when the enemy has 2 or more thieves, more than likely one of those flies is trying to cap it. Easy kill = easy point.

I mostly play for the new Free-For-All arena in PvP lobby.
….. And Elementalist.

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Posted by: Azukas.1426

Azukas.1426

We all agree that 3 points > 2 points.

The problem is in solo q playing 3 points isn’t usually feasible due to comps, unknown player skill, and lack of communication.

I’ve had solo q that the entire team played the 3 cap correctly. These are few and far between vs the game’s where your team has the inability to.

Also please don’t talk about winning vs premades while too queueing when we are talking about solo q

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Posted by: lead.7543

lead.7543

Please learn tactics! There is nothing wrong with pushing far… wait do you see pro league players all rushing mid?

not bothering to look at this post again, it’s a waste of time…

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Posted by: Archon.6480

Archon.6480

Not to overcomplicate this thread with simple ideas, but I really think the best way to win is to try to create situations where you out number the enemy on points. I know complicated, right!? Try to turn 3v3 into 4v3 or 2v2 into 3v2. Do everything to prevent enemy from outnumbering you on point. If you see a 1v2 going down, try to turn it into 2v2.

Once the above strategy is mastered, it’s as simple as figuring out when to create situations where it is 1v0 on point. If you do it at the right time, you can turn a game to win or loss. If you do it at the wrong time you can totally kitten your team, so hang your head in shame, scrub!

On of the easiest ways to turn the game back in your favor, after loosing mid, is to kill the guy who attempts to cap your home. Boom, you immediately create a situation where you outnumber them. Power play time.

Jade Quarry – Esparie
Illustrious Exhausted Primordial Legendary Druid, and Mesmer for fun
PvE | PvP (1500)| WvW | Fractals | Dungeons

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Posted by: Crimson Shi.5047

Crimson Shi.5047

Just experienced that today. Had a DH who continously pushed far, and dragged our the mesmer, and the druid to come help him. While we got dominated at mid. He musta died 3 times before he finally captured it with Druid, and Chrono helping him afterwards. Game was only close becuase they never went for our home but if they had I am sure they would’ve crushed us sooner.

Pls .. if you see going far is not working then regroup, and focus mid people.

(edited by Crimson Shi.5047)

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Posted by: Kako.1930

Kako.1930

Just experienced that today. Had a DH who continously pushed far, and dragged our the mesmer, and the druid to come help him. While we got dominated at mid. He musta died 3 times before he finally captured it with Druid, and Chrono helping him afterwards. Game was only close becuase they never went for our home but if they had I am sure they would’ve crushed us sooner.

Pls .. if you see going far is not working then regroup, and focus mid people.

I was in this match. It was so sad.

But in the next match I was put with that same guardian and we managed to convince him to not mindlessly rush far the whole match and we won. So some people CAN learn new tricks.

(It’s too bad that he couldn’t learn before the end of that first match though.)

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Posted by: philheat.3956

philheat.3956

Don’t get me wrong but this topic is by far the just example why this game is so difficult for the majority of the people.

The main reason is because there is no a general, always effective, tactic/good move, but in 99% of cases, it depends on situation.

To read well a situation you need to have a lot of experience and you need to be fast with you brain (linked to experience) and when I say fast I say really fast, right decisions taken in 1-2 sec. max

In general, like in football, if you keep your defensive line in a high position, you continue to put pressure or enemies and you defend your nodes without the necessity to fight very close to your nodes but, if well done, you’ll fight in a decapped /capped (for you) FAR node .

This is not always possible because it depends a lot of every player skill in your team, good profession composition and the capability to do the right thing with the right profession.

In general I don’t like at all when people in soloqueue say “only 2 points don’t push far” it’s a defensive/kitten tactic and you’re putting your team in a defensive and risky position, basically the enemy team could just pressure you on mid, keeping their close free and winning the game, just winning some teamfights or having some decap on your close node.

But it always depends on many things, like I said, your team mentality/profession/skill, enemy team mentality/profession/skill.

There are people who can’t handle a teamfight when they have +1. In this case is absolutely impossible to do basically everything right, basically doesn’t matter if you win every 1vs1 or other teamfight on other node, if the majority of your team has several issues to handle teamfights you’ll probably lose 100% for sure.

I can assure you there are A LOT of really experienced players who have a lot of issues to rotate with sense in any game (and I’m talking about PRO legue players too) . So it’s absolutely normal new players or pve players can’t capable to read effectively the situation.

Believe or not, this game is not easy at all.

(edited by philheat.3956)

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Posted by: Yasi.9065

Yasi.9065

Its all about teamcomp primarily.
Your team’s comp and enemy team’s comp.

And secondarily, its about skill… how skilled is the one pushing far… how skilled is the one defending it… can your team survive mid fight in a -1 situation or will they melt because they cant finish anything etc.

Being able to predict that kinds of things is what makes some thieves / mesmers / druids / DH invaluable… and others rallybots.

If you cant predict those things at least to 70% correctly. DONT push far.

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Posted by: Coelho Nat.4697

Coelho Nat.4697

There is nothing wrong in pushing far. It depends on how the team will work.
Also, do you expect a thief join a zerg fight of 4×4 on mid rather than keep rotation? Play smart. Adapt to your build/class and team composition. Thieves can ignore it when there is a tanker sitting there.

(edited by Coelho Nat.4697)

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Posted by: Yasi.9065

Yasi.9065

Best thieves Ive seen actually dont run straight far, they try to influence fight on mid for a bit… then they disengage, run far, decap it (and cap it when time) and go back mid to finish players.

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Posted by: hackks.3687

hackks.3687

Wow.

This whole thread is incredibly misguided. Even some of the folks I thought actually had a clue.

First, 1-3-1 gets countered by 0-4-1. You’re sending 3 against 4 in a key engagement that can set the tone for the match. Rotating someone in late from home is not going to alleviate this. The only time this strat works is if the other team pushes sides to start, or fails to capitalize on the giant mistake you made at mid. Regardless, it’s more to do with the other team failing than the 1-3-1 working.

When coordinated teams play it the far push operates more like a zone read handoff in football. You go and see who’s there and communicate info so that the team can decide which strat to flex to.

Side note: IMO in a pug, there’s no reason not to send 5 to mid at the start to win any engagements, gather intel, and rotate out from there. We don’t have comms and anything else is just a guessing game, but hey try to convince a team of pugs to do that.

But I digress…

That being said, against uncoordinated or less experienced teams, pushing far point can be like asking them to change strategies, which may not be something they know how to do you yet. Disrupting an opposing strategy is a prime goal for any team trying to win anything ever. However, you need to be mindful of how it effects the rest of the map and your teammates and whether or not the other team has decided to just give you the point and beat on your 4 hapless teammates with their 5.

In short, Conquest is always a numbers game and that’s what makes rotating so important. In large part, when teams spread across 3 capture points they get locked into small stalemates or bad fights and then everyone stops rotating. This is what I like to call “pug death”. Nothing will kill your chances of winning faster.

Facts are facts:
- You have to win fights to win the points.
- You have to keep your teammates on the map to win fights
- You have to work together
- You have to pay attention to the whole map

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

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Posted by: Coelho Nat.4697

Coelho Nat.4697

Best thieves Ive seen actually dont run straight far, they try to influence fight on mid for a bit… then they disengage, run far, decap it (and cap it when time) and go back mid to finish players.

That was what I mean by play smart. If the thief goes straight to far at the beginning of the match, he will face an enemy caping the point. It is not a role of a thief keep a point neutral. The thief goes there to neutralize it when it is unprotected.
Also, it is not guaratee that the enemy team will send 4 to mid. It is normal 1 of them go far or 1 extra player go their home just to escort the cap player. It all depends on how the teams will work.

(edited by Coelho Nat.4697)

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Posted by: hackks.3687

hackks.3687

Thief is not a great far point pusher in this meta. You’d be far better off sending a DH, Rev, Scrapper, or Druid. Thief would be better decapping empty points and +1ing small fights.

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

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Posted by: TheFamster.7806

TheFamster.7806

This is one of the issues that separates good players from average players. Like someone on this thread mentioned there’s no 100% viable strategy in gw2 due to comp, nature of conquest and player skills. 1-3-1 does not always get countered by 1-4 if those 3 are playing defensive, have good communication/coordination, running sustaining builds, and are confident of the far pusher’s skill in 1v1 match up.

Also sometimes strategy calls for 1-0-4 strat or 2-0-3 strat where 1~2 people go home and 3~4 people go far because the enemy has enough sustain and condi pressure to win a team match up. For example unless the comp is mirror or a bit better, it is pointless to engage in mid fight when enemy comps consist of 2 necros, 2 elementalist/2 scrappers and 1 revenant/etc. You and your team will eventually exhaust all condi cleanse and cd and get crushed by condies and boon corruptions flying in and out.

The best way to prevent or mitigate this situation is evaluating your team’s comp against your opponents’ comp, have team chat in the middle explaining why opening split should be different from regular one, and also being good enough to execute those strategies. Also advantage of 1-3-1 like the abjured uses is that once the far pusher wins far fight, the fight becomes 4 vs 5 almost the entire match as people at home and far can collapse to mid and keep killing people.

But there are no 100% acceptable situation so do whatever you want

Tour

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Posted by: sephiroth.4217

sephiroth.4217

I sat on far this whole game, I do it because in SoloQ, people will constantly run at you 1 by 1 getting wrecked over and over…

Easy kills = Easy wins.

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I mostly play for the new Free-For-All arena in PvP lobby.
….. And Elementalist.