An idea for the new Desert BL
Its an interesting idea letting the roamers bring in the zerg, but not a very good one I’m afraid. These tunnels would bring forces behind the enemy lines, which may be a good tactic in reality but it create poor frontlines in a game. Worm tunnels doesnt do anything for EoTM and it wont do anything for WvW either.
On the old borders, the waypoints took you to hills, bay or garrison, each presenting a frontline toward each other. If it was on your home border, a waypoint in bay meant you controlled the left side of the map and had a solid wall against their border tower, which when held by the enemy threatened bay. This created a frontline there. And that’s what waypoints are supposed to do – bring people together against the enemy.
Your tunnel would just make the zergs further avoid each other instead of making them clash. And that’s on a map that already make them avoid each due to design.
These tunnels would bring forces behind the enemy lines … Your tunnel would just make the zergs further avoid each other instead of making them clash.
Thanks for the feedback! There are multiple counters to your first point. Defend the northern camps, defend middle until the camps are under control, have roamers contest the southern camps.
As for zergs avoiding each other, I disagree. I think zergs would tend to use the tunnels making their movements more predictable. I also think that camps would become hotspots for roamers and havoc groups due to their increased strategic value.
The laser event is biased towards the larger force and needs to go.
The larger force would be able to just take the keeps. If they do decide to do the event then they’ve just cut down on ramming time. Who cares if it’s biased toward them?
The larger force would be able to just take the keeps. If they do decide to do the event then they’ve just cut down on ramming time. Who cares if it’s biased toward them?
Because like you say, the larger force already has an advantage. With tunnels a smaller force could delay enemy movement until reinforcements arrive, and the reinforcements may have a chance to reach contested objectives quicker via the tunnels. Obviously if there are no reinforcements then the smaller force is boned, but at least their roamers can move around the map easier and find fights at camps.
As for zergs avoiding each other, I disagree. I think zergs would tend to use the tunnels making their movements more predictable
Predictable to the point of teleport, after that who knows.
The thing is, its not the actual tunnels that’s the bad idea, its that you want them to bypass the terrain and dump them in the back. The map is simply too large to dump an enemy force behind enemy lines and hope it create a fight.
In comparison, if someone where to teleport to say the NW camp on alpine, you could literally see everywhere they can go by standing on 1 spot, on the ridge of the camp. Either they go to bay, south (in which case they have to pass within view of both bay and garrison), up toward the tower (easily scouted) or north (there’s only one way to go). The terrain on the desert border is very vertical yes but at the same time a 50 man zerg can disappear in 5 seconds and you probably wont find them again in the terrain that shift from massively wide open to cramped maze. Even EoTM is “better” than desert border in this aspect, due to its triangle shape focusing battles more and more closer to to either point you come.
(edited by Dawdler.8521)
Predictable to the point of teleport, after that who knows.
You’ve got the sentry proximity mechanic or scouts at this point, but the idea would be to block this move in advance by defending the northern camps or middle.
I completely agree that the Alpine map was much easier to control. That’s why I’m hoping there’s some feasible improvements we can suggest for the new map as I doubt its going anywhere soon.