WvW – Structure Upgrade Re-Work idea!
WvW – Art of War Guild Buffs & Keep Claiming Re-Work idea!
What is everyone think about this ?
For me it shouldn’t be possible since its allow siege weapons to be out of Aoe dmg. and increase their range or make possible use of Catapults,Trebuchests from safe place again out of aoe range and in all cases puts defenders in better position.
I’ll be really happy to hear from Anet about this as well.
No siege is out of treb range, unless it’s a treb on top of a really, really tall place. Then it probably can’t stop you from getting to it anyway.
its no different from building it in the courtyard (at least trebs)… you just get to see where you aim instead of needing a spotter. if a cat or 3 are really annoying you that much, you can always build a treb out of their range.
and if you cant besiege their siege you really need to stop and think some more.
What worries me most is building catapults and balistas to counter attacker siege since they cannot normally be useful if they don’t have clear side people like to build them on top of supply depot to get a vision and clear side to hit and be away from outside aoe.
This is not right at all so i think that supply depot roofs should be siege restricted areas like building siege at spawn zones defended by Legendary guards.
Siege in supply camps… good fun. Makes assaulting the camp fun. Makes defending it against muppets… profitable.
I would only be against siege weapons in cheaty places. Thats just not cricket.
Siege in supply camps… good fun. Makes assaulting the camp fun. Makes defending it against muppets… profitable.
I would only be against siege weapons in cheaty places. Thats just not cricket.
Supply Depot dude…not supply camp please focus next time.
@Luna
So basically you don’t want defenders to be able to stop siege, so defending keeps/towers becomes virtually useless, to anyone, but a zerg?
The only way I would agree with this, is if I could restructure a keep because the current architects sucked, and I could design a better keep/tower, that I could defend easier, than they are now.
@Luna
So basically you don’t want defenders to be able to stop siege, so defending keeps/towers becomes virtually useless, to anyone, but a zerg?
The only way I would agree with this, is if I could restructure a keep because the current architects sucked, and I could design a better keep/tower, that I could defend easier, than they are now.
I have to agree that some tower/keeps are not siege friendly designed but with making siege able to be deployed on top of unreachable for Aoe place like supply depot (which is i’m sure not meant to be used for Rocket Launch Site) you destroy the tactics like mesmer portaling,rush from behind or flanking and all the rest and funny stuff and just turtle inside the keep/tower.
It’s okay to turtle but not to use Supply Depot for unfair advantage.
I don’t see the issue with this. If anything, defensive siege is much too easy to destroy. There are many towers designed such that there are no safe places to put siege along walls with a clear shot, i.e. Lake tower, Woodhaven/Longview/Sunnyhill, Anza. AEing down siege on a wall, and area denial of players on walls is far too easy. Having positions for siege that players can’t just AE down in seconds is absolutely necessary. You can always treb it down. A siege of a tower should be more than just AEing down the siege and dropping rams at the door.
Why don´t you also forbid Mortars?
Oil? Right .. you can burn yourself with it – delete!
I have a better idea .. cancel all upgrades .. and let´s all zerg, all day long .. how about it? If you take the garrison, we will Bay & the third server Hills – then we can take rounds .. run in circles! Follow the blue dot! Go, go, go ..
Mortars and others featured weapons like cannons and OIL pot of tower/keeps can be hit by Aoe (expect SM’s and few tower mortars) but Siege on top of Depots cannot be hit with Aoe.
Thank you for proving my point.
(edited by Luna.9640)
Why don´t you also forbid Mortars?
Oil? Right .. you can burn yourself with it – delete!
I have a better idea .. cancel all upgrades .. and let´s all zerg, all day long .. how about it? If you take the garrison, we will Bay & the third server Hills – then we can take rounds .. run in circles! Follow the blue dot! Go, go, go ..Mortars and others featured weapons like cannons and OIL pot of tower/keeps can be hit by Aoe (expect SM’s and few tower mortars) but Siege on top of Depots cannot be hit with Aoe.
Thank you for proving my point.
Oil is useless because of AoEs being able to hit it. It keeps players off of it because of the massive damage going ontop of them. It is basically seen as just additional health added onto the gate. Cannons on the other hand do a significant amount of ranged damage. You can actually hit people before they can AoE you unlike the oil. If you have sucessfully defended a tower with a lower number of defenders than attackers then you will realize it is not because of the cannons and oil but because of the arrow carts and catapults. Without these you would have to have an equal defending force to fend off attackers due to oil and cannons being taken out to easily. Anyway back on topic in most cases you can take out trebs on top of the supply depot with a counter balista/catapult. If you can’t get a good shot with those then you can always counter treb their siege which is highly effective. This makes more interesting tactics than just AoE’ing the walls until all the siege is gone. By removing spots they can place siege that can’t be hit by AoE then you are virtually removing the upperhand that the defending team has inside their own keep. Not to mention that if they are built in AoE range then one person can lock down that siege because of spamming AoE in the area also hits the player which will cause them have to get off the siege to stay alive. It is already way too easy to take towers/keeps. I’d say garrisons are the only places that actually feel difficult to take.
Just to make the picture clear for everyone since i noticed that not everyone is getting the point :
If enemy attackers build a siege you can go out and kill it with player attack but if defenders build a siege on top of unreachable supply depot from outside player attacks something is wrong since rest of the siege weapons are placed on the walls which make them attackable like the weapons attackers deploy outside when attacking and vulnerable to player attacks and thats why defended.
keywords : Reachable and Unreachable.
If you placed that treb on the floor next to the supply depot, it would still be able to fire out and be even less targetable.
Supply depot placement makes it easier to see where your shots are going (assuming there isn’t a cliff in the way like Stonemist south firing on QL) without a spotter. That’s about it.
I imagine a skilled opponent might actually be able to punish you for this, since you’re always putting your trebs in the same place. And it’s a place they can see from pretty far away.
Just to make the picture clear for everyone since i noticed that not everyone is getting the point :
If enemy attackers build a siege you can go out and kill it with player attack but if defenders build a siege on top of unreachable supply depot from outside player attacks something is wrong since rest of the siege weapons are placed on the walls which make them attackable like the weapons attackers deploy outside when attacking and vulnerable to player attacks and thats why defended.
keywords : Reachable and Unreachable.
It’s reachable with a treb and in some cases a cata. I think you should explain why you think siege should all be reachable with player AE.
There’s an easy answer to your problem, LAY SIEGE TO TOWER/KEEP. You’re basically telling me you’re upset because you can’t aoe it down, well if all siege weapons were only deployable in reachable spots, trust me, it would be extremely easy to destroy, trebs wouldn’t be able to do much before being the focus of attack. The only place siege should be a problem is exploited spots, that shouldn’t be possible.
If anything, build a counter treb, defend it just as good as they’re defending theirs, use guardians/ele bubble shield ability to protect it from the treb if it switches on you. Why should trebs be subject to only be placed on walls where they can be aoe down in a matter of minutes.
Also someone else told me something once, if your enemy has a gun while you have a stick, well go get yourself a gun, aka new strategy.
Just to make the picture clear for everyone since i noticed that not everyone is getting the point :
If enemy attackers build a siege you can go out and kill it with player attack but if defenders build a siege on top of unreachable supply depot from outside player attacks something is wrong since rest of the siege weapons are placed on the walls which make them attackable like the weapons attackers deploy outside when attacking and vulnerable to player attacks and thats why defended.
keywords : Reachable and Unreachable.
There are a lot of places in towers and keeps that are unreachable until you breech. Are you seriously suggesting that all areas of every keep,castle or tower should be reachable by enemy aoe from the outside?
So does that mean no more catapults placed on the ground/stairs behind the door that will interrupt and damage the players on the other side trying to break down the gate, too? It can’t be hit by AoE either and does a significantly larger amount of damage to attacking zergs than a cata on top of the supply depot. Not to mention in many towers/keeps you can aim it just right to send that huge rock flying through the gap between gate and wall to hit players farther out as well. So I suppose we should make the ground siege-free as well? How about the ballista in the room with the claim supervisor? Generally can’t toss AoE up into those rooms either.
So the only siege ever should be placed somewhere easily destroyed by zergs and AoE? Yes, that would make so many people want to take the effort and spend the money on defending… anything at all.
I thought taking keeps and towers was supposed to be challenging? Keeps already get taken very easily in this game. In most of the matches I’ve been in the keeps get taken back and forth all the time. Attackers already have the element of surprise going for them while the other side has to get organized to try to match them. Once the zerg destroys all the siege on the walls and the attackers are set up with their own siege, then what do the defenders have going for them? Not a lot! That’s fair right?
Catapults and ballistas don’t exactly melt zergs anyways…and they are too slow at destroying siege if the enemy is putting up a lot of siege at once (slow rate of fire especially on the catapult)…they just provide a soft counter to attacker siege…not exactly a 100% hard counter…How many catapults do you think will fit on a supply building anyways? I’ve never seen more than 2 myself and but you could probably fit 4 or 5. Yet I doubt you would ever see all of them being used meanwhile the attackers already set up 5 catapults of their own and did some good damage to the wall. Also ballistas have to be put out where they have line of sight and because of this they are usually easy to take out with AoE. Putting a ballista on a supply building will put it out of line of sight usually.
I suppose you also want to nerf the hilltop by the lordsroom at cliffside tower too? You can fit so many siege out of reach there but thats what it makes it different from longview/sunny hill etc. Its easier to defend and this creates variety and a need for different strats for different towers.
As other people already said if all else fails a treb will probably work. Just use your brain.
You really think that people will join this cause? “OMG attackers are treated so unfair. It’s impossible to do this. The supply building is so overpowered. Nerf defenders!” Ya I don’t think so. Nerfing defense siege will just dumb the game down so big zerg vs little zerg = BIG ZERG ALWAYS WINS! YAY!
You sound like someone who always runs around following the blue shiny commander thingey and doesn’t know how hard it is to actually defend a keep or tower. Ballistas always get aoe’d down. Catapults on a supply building don’t make that much of a difference. Half the time they are out of range of the siege or theres too much siege to take down.
(edited by Eaglespirit.2648)
Siege in supply camps… good fun. Makes assaulting the camp fun. Makes defending it against muppets… profitable…
This^^^
Also — keeps camp from a quick flip, so it can be useful if you are outnumbered and want to slow down your opponent’s upgrades.
…Oil is useless because of AoEs being able to hit it…
I look at deploying Oil mostly as a chore— I believe you need to get that out of the way before you can get mortars and cannons.
But once in awhile, if you are alone in a tower with Oil and a small band of bad guys tries to knock down your door, you can give them one kitten of a welcome.
TL;DR: It may not be useful often, but when it is, it’s great.
Oil rocks when people forget to take it down before rushing in with their 4-5 flame rams.
It almost sounds like you believe the attacking force should be on equal footing with the defenders. In what universe would you see that? The entire point of a fortress is to make capture of that point as impossible as you can.
I don’t know, I do sometimes feel siege on top of the supply depots isn’t really intended. But then I realize attackers already have the huge advantage now that removing the ability to put siege up there would make attacking keeps/towers even more trivial.
Oil is good to buy time. The opponents need to take it down before doing anything to the gate, unless they go for kata/treb.
About siege Placement on Depots: Let’s forbid siege on cliffs too. It can’t be AoE’d by players from below!!
Nah even better, let’s designate a few spots on the map where siege is allowed.
Oh god, why?
This is silly.
Siege on top of depot’s is intended. If you want your answer look at inner bay keep. They give you a ramp to the top of the depot.
A ramp.
Also I place a lot of my trebs on the ground floor when they can reach their targets from there, and no, you cant AE them with player abilities, is that supposed to be forbidden? This topic is just silly.
What is everyone think about this ?
For me it shouldn’t be possible since its allow siege weapons to be out of Aoe dmg. and increase their range or make possible use of Catapults,Trebuchests from safe place again out of aoe range and in all cases puts defenders in better position.
I’ll be really happy to hear from Anet about this as well.
Arrow Cart it.
90% the time, the “not being able to be hit” issue is solved.
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