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Posted by: Coinin.2590

Coinin.2590

The new AC’s are a bit OP now if people have already gotten tier 2 in it from saving up points, like myself. 2-3 AC’s can completly defend a keep from dang near anything. I don’t mind the changes, but in my mind if they were gonna make them more powerful they should have increased the supply cost and decreased the number needed for siege cap. We’ve been having troubles just even ramming a gate when there are 2 AC’s since the AC’s can out damage the building of the ram’s

Coinin Mypocket 80 Necromancer

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Posted by: PredatoR.5247

PredatoR.5247

i guess i’ll have to build 14 superior arrowcarts and defend hills from all the newbs with 15 guys to get them to understand.
My guild could already hold a t1 non upgraded keep without siege with 25 people.
Add 80% buff on arrowcarts, you’ll never get in the lord room.

Jericho The Usurper[Agg] – Aggression

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Posted by: pulsecodesgnl.3470

pulsecodesgnl.3470

The new AC’s are a bit OP now if people have already gotten tier 2 in it from saving up points, like myself. 2-3 AC’s can completly defend a keep from dang near anything. I don’t mind the changes, but in my mind if they were gonna make them more powerful they should have increased the supply cost and decreased the number needed for siege cap. We’ve been having troubles just even ramming a gate when there are 2 AC’s since the AC’s can out damage the building of the ram’s

That’s the point, silly to build rams when there are AC’s up. Punishing playing badly = better WvW players.

Voxtr | Svell | Kvikr | Svass | Sundr | Naud | Kvedja | Traust
Sorrow’s Furnace – Commander/Officer
Kabal of the Righteous [Seed]

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Posted by: PinCushion.7390

PinCushion.7390

People complain about nothing but zergs
Anet changes something to help fight zergs
Other People complain about not being able to zerg

facepalm

Fixed that for you.

I have avoided WvW lately because it was such a silly, zergy mess. The addition of WvW Ranks, and the buffs to siege weapons should help this quite a bit.

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Posted by: Quenta.2978

Quenta.2978

This just seems like one of the worst decisions in WvW since the introduction of arrow carts.

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Posted by: Az z.2746

Az z.2746

i guess i’ll have to build 14 superior arrowcarts and defend hills from all the newbs with 15 guys to get them to understand.
My guild could already hold a t1 non upgraded keep without siege with 25 people.
Add 80% buff on arrowcarts, you’ll never get in the lord room.

Maybe if the attackers don’t know what a treb is.

Azz ~
( Sg Az / Rg Az / Wr Az / Gr Az )
http://www.youtube.com/user/azzalan/

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Posted by: PredatoR.5247

PredatoR.5247

outmanned servers dont realize, they will still lose keeps. And when they do, they will NEVER get it back. lol

Jericho The Usurper[Agg] – Aggression

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Posted by: lettucemode.3789

lettucemode.3789

Arrow carts got nerfed way back during the beta weekends because everyone was running around in WvW as level 20 or 30. They took tons of damage from the arrow carts because they had no vitality or toughness and complained. Now that most people are properly leveled and geared, arrow carts barely tickle, so the nerf is getting reverted. I don’t see the problem here.

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

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Posted by: Johje Holan.4607

Johje Holan.4607

I can’t believe all the hardcore “good” players crying about this. And putting down the regular players.

And the overexaggeration!

Give me a break, if you’re so good you’ll figure out a way to change and adapt. And figure out a way to get in that keep.

I guarantee that this will not make it impossible to take a structure.

This is a comment made from a person that has never played against a good guild. You do not understand how hard it is in upper tiers to take a keep the way it is. All of these changes just make it impossible. Taking a T3 keep in the upper tiers takes hour of setup followed by sometimes hours of fighting , and rarely ends with the attackers winning. Keeps were to easy to defend before.

Wrong. I’ve played against the best in T1.

Hours of setup followed by hours of fighting, sounds like great fun. Perhaps that’s the problem, we like different things and play differently.

And you’re telling me that the buff to AC’s are going to make it impossible to take that same T3 keep after hours of setup and hours of fighting. I don’t believe it.

Lets wait and see if there are no keep changes in T1 and T2 next week. I will bet you anything there are.

It was fun before, that is my point, I don’t think it needed to be changed. Now instead of hour it will just be a null point. Most doors to T3 keeps in my tier have 6+ AC’s on them, most of which are well placed and near impossible to take out. That many ac’s makes it impossible to ram a gate. Try to cata you say, they build a ballista. Try to treb, well that would have been a good idea but I can no longer block counter treb. I now have to hit their wall 50 times and they have to hit my treb 3 times to destroy it with their counter treb.

This patch really made it from fun to near impossible.

Yeah, reading this and other threads its looking like things are different in different tiers. And even different from when I was in T1.

Of course I hope it doesn’t make it less fun for you all. But I honestly do think this will make it more fun here in T4.

I guess all we can do is wait and see.

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Posted by: Lance.5892

Lance.5892

i guess i’ll have to build 14 superior arrowcarts and defend hills from all the newbs with 15 guys to get them to understand.
My guild could already hold a t1 non upgraded keep without siege with 25 people.
Add 80% buff on arrowcarts, you’ll never get in the lord room.

Maybe if the attackers don’t know what a treb is.

oh really? you do realize that hills has positions that CANNOT BE COUNTER TREBBED from outside? there are so many places in hills to place siege that siege cannot be taken out. If you ever lose hills now, you are a bad server.

[VoTF] www.votf.net

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Posted by: Coinin.2590

Coinin.2590

The new AC’s are a bit OP now if people have already gotten tier 2 in it from saving up points, like myself. 2-3 AC’s can completly defend a keep from dang near anything. I don’t mind the changes, but in my mind if they were gonna make them more powerful they should have increased the supply cost and decreased the number needed for siege cap. We’ve been having troubles just even ramming a gate when there are 2 AC’s since the AC’s can out damage the building of the ram’s

That’s the point, silly to build rams when there are AC’s up. Punishing playing badly = better WvW players.

Yes but it’s also made ram’s pretty much completely useless, cause there’s always an AC up, and with the increased range you can hammer a front gate from a disgusting distance away. If a tower get ‘s 4-5 sup AC’s in it now it’ll be near impossible to get into it. I’m not saying they shouldn’t have buffed ACs. But they buffed it a total of 110% total, 80% natural, 25% AC master, 5% siege mastery. That’s just a bit extreme for only 40 supply. Since the only real easy way now to really get rid of tons of AC’s will be an open field treb, i say take the supply cost of a treb (100) and the supply cost of an AC (40) and split the difference. 70 supply to build an AC. That’ll stop pple from just loading 10 AC’s into a tower. With the added poison attack it’s just way to much for an only 40 supply siege. With the distance increases it almost out does a ballista now. I’m not saying AC’s didn’t need to get buffed, just up the supply cost or something to account for basically doubling what an AC does.

Coinin Mypocket 80 Necromancer

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Posted by: Aeonblade.8709

Aeonblade.8709

dont see the problem, it should take a few hours of effort to take a tower

a few hours of effort for a measly tower? Do you have 24 hours a day to play or something? because a few hours a day for 25k exp and 2k karma is best joke I have heard all day!

Anarai Aeonblade [GASM] – Guardian – DB
RIP my fair Engi and Ranger, you will be missed.

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Posted by: Kreen.3925

Kreen.3925

I find the attitude of some folks in this thread from guilds I respected very dissapointing, so much elitist rubbish disparging others and insulting other players.

Saying that, this change does seem far too much. I don’t understand why an arrow cart has been given a 80% dmg buff. I could just about understand if they had buffed it by 25% like cannons and ballista but 80% is far too much given the build density and fire rate.

As with all changes I will adapt, if it turns out to be a failure then Anet will change it.

I fight for JQ.
Kreen – Warrior L80, Mono Lith – Guardian L80
Higgsbosun – Thief L80, Silvron – Ranger L80.

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Posted by: Az z.2746

Az z.2746

1931384 kitten 2746:

i guess i’ll have to build 14 superior arrowcarts and defend hills from all the newbs with 15 guys to get them to understand.
My guild could already hold a t1 non upgraded keep without siege with 25 people.
Add 80% buff on arrowcarts, you’ll never get in the lord room.

Maybe if the attackers don’t know what a treb is.

oh really? you do realize that hills has positions that CANNOT BE COUNTER TREBBED from outside? there are so many places in hills to place siege that siege cannot be taken out. If you ever lose hills now, you are a bad server.

I’m have been playing WvW since beta, and I have never seen one spot that couldn’t be countered. What I have seen a lot is people complaining about invulnerable trebs when they competently counterable.

Azz ~
( Sg Az / Rg Az / Wr Az / Gr Az )
http://www.youtube.com/user/azzalan/

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Posted by: Forzani.2584

Forzani.2584

Yes, giving the defenders an advantage for once is a terrible, terrible thing. Why on earth would we ever want to punish the blob that marches up to a tower or keep and drops six rams in two seconds?

I agree. This is crazy talk.

When someone uses the word ‘Meta’, a kitten dies. Don’t do it.

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Posted by: Shadow Gathering.5649

Shadow Gathering.5649

Game sounds bad. Siege Wars 2 was bad enough, but now arrow carts get a massive buff? Can’t wait.

Leader of a zerg guild hates new anti-zerg mechanic.
Working as intended.

Arrow Carts are not anti-zerg. They make it so more people are required to take an objective. It encourages zerging.

You’d have to have a zerg greater than 50 to hit the AoE cap for Arrow Carts, it is definitely an anti-zerg mechanic. Low AoE caps are a zerg mechanic. They make it so more stupid people using a crappy strat are required. 2 AC’s with 100 man cap rather solves that problem though, and encourages you to siege in intelligent ways instead of roflstomping your way through a gate.

When siege is buffed, it means that fewer people are required to defend a structure because they can rely on siege instead of numbers, conversely MORE people are required to attack a structure to overcome that buffed siege.

That’s why the arrow cart buff is not an anti-zerg mechanic, it forces more zerging.

Rockrain
FA

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Posted by: PinCushion.7390

PinCushion.7390

I find the attitude of some folks in this thread from guilds I respected very dissapointing, so much elitist rubbish disparging others and insulting other players.

Saying that, this change does seem far too much. I don’t understand why an arrow cart has been given a 80% dmg buff. I could just about understand if they had buffed it by 25% like cannons and ballista but 80% is far too much.

As with all changes I will adapt, if it turns out to be a failure then Anet will change it.

They buffed AC damage because getting hit by siege weapons is supposed to HURT. Pre-Patch, it didn’t. Like, at all. Like, most professions can have passive regen that would outheal 1 arrowcart. 2 arrowcarts was tricky, and I might have to use my active heal or actually dodge (unless I had Mango Pie on me). 3 Arrowcarts and I might have to heal and dodge, unless it was a Leg Specialist setup which means I’d have to cleanse + dodge and hope I didn’t get immobilized again.

It’s pretty sad when the biggest threat a piece of siege can offer is that it procs some minor trait CC from one class.

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Posted by: pulsecodesgnl.3470

pulsecodesgnl.3470

When siege is buffed, it means that fewer people are required to defend a structure because they can rely on siege instead of numbers, conversely MORE people are required to attack a structure to overcome that buffed siege.

That’s why the arrow cart buff is not an anti-zerg mechanic, it forces more zerging.

Wrong, again (and repeating yourself doesn’t make it true). The only way zerging works is if you provide enough damage to override the caps on ONE method of getting inside. It is FAR more practical to come at the structure in another way, then find enough numbers to beat the cap, especially on AC’s.

It’s called playing smart, it should be encouraged more.

Voxtr | Svell | Kvikr | Svass | Sundr | Naud | Kvedja | Traust
Sorrow’s Furnace – Commander/Officer
Kabal of the Righteous [Seed]

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Posted by: Kebab.4013

Kebab.4013

Arrowcarts were so good before we actually considered using them in skirmish combat. And now… woaw.

How are you going to take hills? Arrowcards all around on the walls. So can’t be catapulted. So we are now sitting here fighting against hills which we cannot get into 3000 range of. So now we sit here forced to treb. Maybe we even have to starve 1000 supplies out if it is tier 3. So…. Three somewhat reasonable places can be treb hills. All of them can be countertrebbed, and countertrebbing cannot be outskilled. So we are now in trebwars2. Finding ourselves spending hours trying to kill each other’s trebs since anything near the walls are a killingfield. Also think about inner bay… inner garrison… Not possible to build catapults…. I am… I don’t… what a bored piece of….

Nevermind Neverwinter got released tonight. I guess the best message to send to Anet is to stop playing, cu around!

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Posted by: Mif.3471

Mif.3471

Game sounds bad. Siege Wars 2 was bad enough, but now arrow carts get a massive buff? Can’t wait.

Leader of a zerg guild hates new anti-zerg mechanic.
Working as intended.

Arrow Carts are not anti-zerg. They make it so more people are required to take an objective. It encourages zerging.

You’d have to have a zerg greater than 50 to hit the AoE cap for Arrow Carts, it is definitely an anti-zerg mechanic. Low AoE caps are a zerg mechanic. They make it so more stupid people using a crappy strat are required. 2 AC’s with 100 man cap rather solves that problem though, and encourages you to siege in intelligent ways instead of roflstomping your way through a gate.

When siege is buffed, it means that fewer people are required to defend a structure because they can rely on siege instead of numbers, conversely MORE people are required to attack a structure to overcome that buffed siege.

That’s why the arrow cart buff is not an anti-zerg mechanic, it forces more zerging.

Previously three Arrow Carts could counter a 15 man group, but not a 50 man group (thanks to group heals). Now they can counter a 15 man group, and a 50 man group.

The buff thereby increase the effectiveness of Arrow Carts against zergs, thus it’s anti-zerg.

Tarnished Coast | Best cookies in all of Tyria

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Posted by: PinCushion.7390

PinCushion.7390

Arrowcarts were so good before we actually considered using them in skirmish combat. And now… woaw.

How are you going to take hills? Arrowcards all around on the walls. So can’t be catapulted. So we are now sitting here fighting against hills which we cannot get into 3000 range of. So now we sit here forced to treb. Maybe we even have to starve 1000 supplies out if it is tier 3. So…. Three somewhat reasonable places can be treb hills. All of them can be countertrebbed, and countertrebbing cannot be outskilled. So we are now in trebwars2. Finding ourselves spending hours trying to kill each other’s trebs since anything near the walls are a killingfield. Also think about inner bay… inner garrison… Not possible to build catapults…. I am… I don’t… what a bored piece of….

Nevermind Neverwinter got released tonight. I guess the best message to send to Anet is to stop playing, cu around!

What did you expect?

Siegenoun, the act or process of surrounding and attacking a fortified place in such a way as to isolate it from help and supplies, for the purpose of lessening the resistance of the defenders and thereby making capture possible.

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Posted by: Quenta.2978

Quenta.2978

ANet should take copy a play from the playbook of DAoC:

Let the players determine the outcome of a battle, not your silly siege.

Limit the siege in game to only rams, catas, trebs and ballistas.

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Posted by: PinCushion.7390

PinCushion.7390

ANet should take copy a play from the playbook of DAoC:

Let the players determine the outcome of a battle, not your silly siege.

Limit the siege in game to only rams, catas, trebs and ballistas.

Siege was very important in DAoC, and very effective when used properly.

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Posted by: Lance.5892

Lance.5892

Arrowcarts were so good before we actually considered using them in skirmish combat. And now… woaw.

How are you going to take hills? Arrowcards all around on the walls. So can’t be catapulted. So we are now sitting here fighting against hills which we cannot get into 3000 range of. So now we sit here forced to treb. Maybe we even have to starve 1000 supplies out if it is tier 3. So…. Three somewhat reasonable places can be treb hills. All of them can be countertrebbed, and countertrebbing cannot be outskilled. So we are now in trebwars2. Finding ourselves spending hours trying to kill each other’s trebs since anything near the walls are a killingfield. Also think about inner bay… inner garrison… Not possible to build catapults…. I am… I don’t… what a bored piece of….

Nevermind Neverwinter got released tonight. I guess the best message to send to Anet is to stop playing, cu around!

What did you expect?

Siegenoun, the act or process of surrounding and attacking a fortified place in such a way as to isolate it from help and supplies, for the purpose of lessening the resistance of the defenders and thereby making capture possible.

bore·dom [bawr-duhm, bohr-] Show IPA
noun
the state of being bored; tedium; ennui.

game1 [geym] Show IPA noun, adjective, gam·er, gam·est, verb, gamed, gam·ing.
noun
1.
an amusement or pastime: children’s games.
2.
the material or equipment used in playing certain games: a store selling toys and games.
3.
a competitive activity involving skill, chance, or endurance on the part of two or more persons who play according to a set of rules, usually for their own amusement or for that of spectators.
4.
a single occasion of such an activity, or a definite portion of one: the final game of the season; a rubber of three games at bridge.
5.
the number of points required to win a game.

[VoTF] www.votf.net

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Posted by: KazAk.3269

KazAk.3269

Arrowcarts were so good before we actually considered using them in skirmish combat. And now… woaw.

How are you going to take hills? Arrowcards all around on the walls. So can’t be catapulted. So we are now sitting here fighting against hills which we cannot get into 3000 range of. So now we sit here forced to treb. Maybe we even have to starve 1000 supplies out if it is tier 3. So…. Three somewhat reasonable places can be treb hills. All of them can be countertrebbed, and countertrebbing cannot be outskilled. So we are now in trebwars2. Finding ourselves spending hours trying to kill each other’s trebs since anything near the walls are a killingfield. Also think about inner bay… inner garrison… Not possible to build catapults…. I am… I don’t… what a bored piece of….

Nevermind Neverwinter got released tonight. I guess the best message to send to Anet is to stop playing, cu around!

What did you expect?

Siegenoun, the act or process of surrounding and attacking a fortified place in such a way as to isolate it from help and supplies, for the purpose of lessening the resistance of the defenders and thereby making capture possible.

English, do i speak it sir ?

Xeco|VoTF

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Posted by: MethaneGas.8357

MethaneGas.8357

sigh

sigh is all one can do when he/she comes upon a post this ridiculous.

Necro, Ele, Mesmer, Guardian and Warrior, DR[OHai]
YouTube Channel

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Posted by: Jski.6180

Jski.6180

@OP
Hay so your first post about this was not enofe you had to repost your point of view? Kind of sad man.
Any way you can only hit just beyond that door so if you places rams to the side of the door at near max ranges the carts on the back part will not hit them at all. You also need supplies for each AC a lot of supplies for 12 of them. There are limation to what you can pull off with number of siege but that IS wvw. It all about player controlled environment and AC are a major part to dealing with large numbers of living targets.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Akuma.7098

Akuma.7098

What did you expect?

Siegenoun, the act or process of surrounding and attacking a fortified place in such a way as to isolate it from help and supplies, for the purpose of lessening the resistance of the defenders and thereby making capture possible.

Hmm, good luck with such approach in any mmo in which people wants action. But maybe someone finds fun in three hours of trying to get 1 treb down and trying to prevent 10 people from entering what is sieged with supplies. Yup, so much epic fun.

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Posted by: PinCushion.7390

PinCushion.7390

Arrowcarts were so good before we actually considered using them in skirmish combat. And now… woaw.

How are you going to take hills? Arrowcards all around on the walls. So can’t be catapulted. So we are now sitting here fighting against hills which we cannot get into 3000 range of. So now we sit here forced to treb. Maybe we even have to starve 1000 supplies out if it is tier 3. So…. Three somewhat reasonable places can be treb hills. All of them can be countertrebbed, and countertrebbing cannot be outskilled. So we are now in trebwars2. Finding ourselves spending hours trying to kill each other’s trebs since anything near the walls are a killingfield. Also think about inner bay… inner garrison… Not possible to build catapults…. I am… I don’t… what a bored piece of….

Nevermind Neverwinter got released tonight. I guess the best message to send to Anet is to stop playing, cu around!

What did you expect?

Siegenoun, the act or process of surrounding and attacking a fortified place in such a way as to isolate it from help and supplies, for the purpose of lessening the resistance of the defenders and thereby making capture possible.

bore·dom [bawr-duhm, bohr-] Show IPA
noun
the state of being bored; tedium; ennui.

game1 [geym] Show IPA noun, adjective, gam·er, gam·est, verb, gamed, gam·ing.
noun
1.
an amusement or pastime: children’s games.
2.
the material or equipment used in playing certain games: a store selling toys and games.
3.
a competitive activity involving skill, chance, or endurance on the part of two or more persons who play according to a set of rules, usually for their own amusement or for that of spectators.
4.
a single occasion of such an activity, or a definite portion of one: the final game of the season; a rubber of three games at bridge.
5.
the number of points required to win a game.

Ah, I understand. The problem is that I don’t find the siege/attrition game boring. I think it’s fun. Thus we will have to agree to disagree.

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Posted by: Junkpile.7439

Junkpile.7439

I like these new arrow carts. Range is long enough kill all kind of silly roamers who try to have 1 vs 1 fights. I sit on tower laika boss and dominate.

Low quality trolling since launch
Seafarer’s Rest EotM grinch

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Posted by: ParaldaWind.4523

ParaldaWind.4523

With the ability to put 12 arrowcarts on a single door, adding poison to an arrowcart resulting in 33% less healing, increasing arrowcarts damage by 80%, with arrowcarts being so easily built with such small amount of supply required and increasing the time within which bleed stays on you from a cart… how do you think this is a positive addition to WvW?

I cant even … Im utterly dumbfounded at why someone at arenanet would think this is a good idea…

You can put three on the west inner as well that will hit outer, so make that 15.

No tears, only dreams
[PYRO]
Maguuma – youtube.com/pyrogw2

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Posted by: Zosk.5609

Zosk.5609

As long as they don’t shoot through doors, it’s not much of an issue.

Oh wait.

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Posted by: Heijincks.9267

Heijincks.9267

This is good and should have been here since the beginning. We don’t need anymore zerg promotion.

Arrow cart in open field combat? Just back away from it. Bam! Arrow cart useless and the other server wasted 100 supply on it. If the arrow cart is isolated enough a couple thieves can just flank and destroy them unhindered while the fight occurs at a nearby area.

Taking keeps will be harder with this, and to be honest, “Siege Wars 2” sounds a hell lot better than “Zerg Wars 2”. Opens up some space for some strategy, at last.

Asides from that, zerging is exactly what’s wrong with WvW.

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Posted by: MethaneGas.8357

MethaneGas.8357

People don’t realise that the enemy won’t be the only one using arrow carts. Some posts I read make me facepalm a million times over and over and over again. As if you won’t be the one that will ALSO have an arrow cart by your side.

And what’s even funnier is that people complain about zergs. Now something comes that will clear out zergs, and people complain about it.

Grow up and develop new strategies, it’s not the end of the world.

Necro, Ele, Mesmer, Guardian and Warrior, DR[OHai]
YouTube Channel

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Posted by: Caliban.3176

Caliban.3176

With the ability to put 12 arrowcarts on a single door, adding poison to an arrowcart resulting in 33% less healing, increasing arrowcarts damage by 80%, with arrowcarts being so easily built with such small amount of supply required and increasing the time within which bleed stays on you from a cart… how do you think this is a positive addition to WvW?

I cant even … Im utterly dumbfounded at why someone at arenanet would think this is a good idea…

You can put three on the west inner as well that will hit outer, so make that 15.

Don’t forget, they have increased range now so it probably is closer to 20.

[VoTF] www.votf-online.net
7.2k+ hours played on Minesweeper

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Posted by: Silver.9084

Silver.9084

People don’t realise that the enemy won’t be the only one using arrow carts. Some posts I read make me facepalm a million times over and over and over again. As if you won’t be the one that will ALSO have an arrow cart by your side.

And what’s even funnier is that people complain about zergs. Now something comes that will clear out zergs, and people complain about it.

Grow up and develop new strategies, it’s not the end of the world.

Basically this.

What you don’t understand is that PROMOTES zerging. Since there is no way you’re gonna take a keep with 20-30 people! You NEED the zerg’s supplies to “TRY” and take a keep…..

Tux – [VoTF] Vengeance of The Fallen

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Posted by: PinCushion.7390

PinCushion.7390

People don’t realise that the enemy won’t be the only one using arrow carts. Some posts I read make me facepalm a million times over and over and over again. As if you won’t be the one that will ALSO have an arrow cart by your side.

And what’s even funnier is that people complain about zergs. Now something comes that will clear out zergs, and people complain about it.

Grow up and develop new strategies, it’s not the end of the world.

Basically this. The biggest problem I see is that it’s easier to place arrowcarts in places where they are effectively invulnerable, but there’s gotta be some kind of advantage to having high-ground and walls.

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Posted by: Catastrophin.3928

Catastrophin.3928

Worst WvW Patch ever. Rams are now useless. And every other form of siege as well, because you can’t block shots from mortars or trebuchets any more.
And the only way to win a siege is now if you have the higher position for your trebuchets, otherwise there ist now way to win. Only one Trebuchet for defense you don’t instantly see, because its behind a wall and all your catapults are completly useless.
Great Job Anet

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Posted by: Master of Timespace.2548

Master of Timespace.2548

I used to be a blobber, but then I took an arrow to the knee.

(Could not help with it, I’m so sorry!)

? <(^-^><)>^-^)> <(^-^)> ?

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Posted by: Lance.5892

Lance.5892

Worst WvW Patch ever. Rams are now useless. And every other form of siege as well, because you can’t block shots from mortars or trebuchets any more.
And the only way to win a siege is now if you have the higher position for your trebuchets, otherwise there ist now way to win. Only one Trebuchet for defense you don’t instantly see, because its behind a wall and all your catapults are completly useless.
Great Job Anet

thank you! this post!

EVEN if you enjoy siege wars, without the ability to block treb shots, even the siege game has become one faceted and boring

[VoTF] www.votf.net

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Posted by: PinCushion.7390

PinCushion.7390

People don’t realise that the enemy won’t be the only one using arrow carts. Some posts I read make me facepalm a million times over and over and over again. As if you won’t be the one that will ALSO have an arrow cart by your side.

And what’s even funnier is that people complain about zergs. Now something comes that will clear out zergs, and people complain about it.

Grow up and develop new strategies, it’s not the end of the world.

Basically this.

What you don’t understand is that PROMOTES zerging. Since there is no way you’re gonna take a keep with 20-30 people! You NEED the zerg’s supplies to “TRY” and take a keep…..

That’s basically an army. I have no problem with huge numbers of people taking keeps. I have a problem with huge numbers of people taking keeps easily but banging on the door for a few seconds. Taking a keep with defenders should be really hard, unless the defenders are completely inept.

Heck, taking an undefended keep just got easier! 30 seconds of uninterrupted wailing on the door as of today! ANet has spoken pretty loud and clear. Defend your keeps or you’re going to lose them.

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Posted by: Kebab.4013

Kebab.4013

This is good and should have been here since the beginning. We don’t need anymore zerg promotion.

Arrow cart in open field combat? Just back away from it. Bam! Arrow cart useless and the other server wasted 100 supply on it. If the arrow cart is isolated enough a couple thieves can just flank and destroy them unhindered while the fight occurs at a nearby area.

Taking keeps will be harder with this, and to be honest, “Siege Wars 2” sounds a hell lot better than “Zerg Wars 2”. Opens up some space for some strategy, at last.

Asides from that, zerging is exactly what’s wrong with WvW.

“Backing away from it. Bam!” – what?!

You do realise this means running away right. I want fights in world versus world… Running away is not what I consider fun, but hey if you are a chicking. Would take zergwars over stand-in-one-spot-pushing-one-ability-with-no-skills-attached-wars2.

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Posted by: Zosk.5609

Zosk.5609

Even if you want to complain about “mindless zergs” the answer is not to let a mindless group on arrow carts stop them in their tracks.

I sense they mean arrowcarts to be the “open field” type of siege and since they are exposed they need to be strong. However, they need to fix some exploits because I sure see a lot of them at keeps (shooting through doors and walls, maybe?)

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Posted by: Akuma.7098

Akuma.7098

People don’t realise that the enemy won’t be the only one using arrow carts. Some posts I read make me facepalm a million times over and over and over again. As if you won’t be the one that will ALSO have an arrow cart by your side.

And what’s even funnier is that people complain about zergs. Now something comes that will clear out zergs, and people complain about it.

Grow up and develop new strategies, it’s not the end of the world.

Yup, because I will totally let you build your offensive AC to reach my deffensive AC, right? And if the place you build your AC is in range more then 1 deffensive AC, you might be able to build one, but not shoot from it more then once. If once.

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Posted by: Caliban.3176

Caliban.3176

People don’t realise that the enemy won’t be the only one using arrow carts. Some posts I read make me facepalm a million times over and over and over again. As if you won’t be the one that will ALSO have an arrow cart by your side.

And what’s even funnier is that people complain about zergs. Now something comes that will clear out zergs, and people complain about it.

Grow up and develop new strategies, it’s not the end of the world.

Basically this.

What you don’t understand is that PROMOTES zerging. Since there is no way you’re gonna take a keep with 20-30 people! You NEED the zerg’s supplies to “TRY” and take a keep…..

That’s basically an army. I have no problem with huge numbers of people taking keeps. I have a problem with huge numbers of people taking keeps easily but banging on the door for a few seconds. Taking a keep with defenders should be really hard, unless the defenders are completely inept.

Heck, taking an undefended keep just got easier! 30 seconds of uninterrupted wailing on the door as of today! ANet has spoken pretty loud and clear. Defend your keeps or you’re going to lose them.

So you want to zerg? you want 120 people to attack the same keep because there are 5 arrowcarts? (there would probably be WAY more)

[VoTF] www.votf-online.net
7.2k+ hours played on Minesweeper

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Posted by: Feydra.6318

Feydra.6318

I think its great ACs do the damage they do, its stupidly easy to fast zerg a tower as it is, attacking a well defended should be a SIEGE, its ment to take time, as its costs time money to keep the siege in a tower, and upgrade… so bravo !…

As for ACs shooting through doors, they dont, they volley arrows up in the air, and shoot ower the walls, wich in theory is “shooting through gates” but it makes sense…

you dont want to charge the gates, set up Catas, Trebs, and wear the walls down, as it should in any siege

Only siege that needs nerfed is golems, far to fast to break down a door !

Miriel de Clavo – Elementalist
Fey Sparrow – Warrior
If i nag about things, its only couse i care ;P

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Posted by: Az z.2746

Az z.2746

Worst WvW Patch ever. Rams are now useless. And every other form of siege as well, because you can’t block shots from mortars or trebuchets any more.
And the only way to win a siege is now if you have the higher position for your trebuchets, otherwise there ist now way to win. Only one Trebuchet for defense you don’t instantly see, because its behind a wall and all your catapults are completly useless.
Great Job Anet

thank you! this post!

EVEN if you enjoy siege wars, without the ability to block treb shots, even the siege game has become one faceted and boring

I think you guys should learn more about siege warfare, now it’s a great opportunity for it.

Azz ~
( Sg Az / Rg Az / Wr Az / Gr Az )
http://www.youtube.com/user/azzalan/

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Posted by: Caliban.3176

Caliban.3176

Worst WvW Patch ever. Rams are now useless. And every other form of siege as well, because you can’t block shots from mortars or trebuchets any more.
And the only way to win a siege is now if you have the higher position for your trebuchets, otherwise there ist now way to win. Only one Trebuchet for defense you don’t instantly see, because its behind a wall and all your catapults are completly useless.
Great Job Anet

thank you! this post!

EVEN if you enjoy siege wars, without the ability to block treb shots, even the siege game has become one faceted and boring

I think you guys should learn more about siege warfare, now it’s a great opportunity for it.

I’m thinking of moving back to Minesweeper. More skill and action in that game now.

[VoTF] www.votf-online.net
7.2k+ hours played on Minesweeper

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Posted by: Zoel.9154

Zoel.9154

Its designed to kill your zerg, make things defensible against zergs.

Maybe come up with new strategies?

also arrow carts 1-2-3-4 are deathtraps for operators against people that know what they are doing. There is nothing to stop an attacking force to simply pull the operators off the walls.

Actually you can use arrow carts while attacking and deploy one per 4 people in your zerg.

Zoel – GM of [coVn]

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Posted by: Ruprect.7260

Ruprect.7260

I am not sure how this will any way break up zergs LOL. So an AC can only kill 50+ but they will not kill 5??? If anything it will just require a larger zerg to take objectives. I cant wait for next week the forums will be :

You created a zerg on my sever because no one could take any keeps anymore unless they had a huge zerg to counter the AC’s.

Ruprect – [DIS] Dissentient
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast