Flame rams should auto destruct

Flame rams should auto destruct

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Posted by: Lifewaster.5912

Lifewaster.5912

This should happen regardless if ppl touch or refresh them. They should simply vanish 20 minutes after being placed.

There is no need for rams to remain long after gates are down, and there is far less need for multiple troll rams built by saboteurs sitting inside friendly keeps for hours preventing actual defensive siege being placed , since they siege cap the local area.

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Posted by: Gab Superstar.4059

Gab Superstar.4059

I fully support this. Those 4-5 rams can take a lot of time to take down too, giving opponents a lot more time to react when you are attacking somewhere kind of like a second burning oil.

Very Good Detectives [VGD]
Devonas Rest 4 lyfe

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Posted by: Jayne.9251

Jayne.9251

A: you can dump your ram bps on top of existing enemy rams and build/use and destroy their rams after you’ve taken the tower.

B: flame rams can be used for so much more than just knocking down gates.

C: according to anet rams have their own personal siege cap of 100, independant of other siege on map. (But I do agree something needs to be done about the griefing)

L’enfer, c’est les autres

(edited by Jayne.9251)

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Posted by: Gab Superstar.4059

Gab Superstar.4059

A: you can dump your ram bps on top of existing enemy rams and build/use and destroy their rams after you’ve taken the tower.

B: flame rams can be used for so much more than just knocking down gates.

You will often hit the enemy rams instead of the gate with your rams.

Very Good Detectives [VGD]
Devonas Rest 4 lyfe

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Posted by: Jayne.9251

Jayne.9251

A: you can dump your ram bps on top of existing enemy rams and build/use and destroy their rams after you’ve taken the tower.

B: flame rams can be used for so much more than just knocking down gates.

You will often hit the enemy rams instead of the gate with your rams.

Really? Have never had that happen when I’ve done it … Hits the gate every time.

L’enfer, c’est les autres

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Posted by: Jayne.9251

Jayne.9251

I’ll give you an example:

I went on eb, noticed the enemy had flipped mendons. Ran over, it was empty, and dropped a ram …. even ran by myself to Speldan four times to build it. I didn’t kill the enemy rams because it was only me and it would have taken forever. However, I managed to get the gate down by my lonesome with the enemy rams still up. Proud moment for me in my super secret (tragically solo, lol) ninja of mendons. Thankfully as the gate came down some friends arrived we capped the tower, then killed the rams.

L’enfer, c’est les autres

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Posted by: Lifewaster.5912

Lifewaster.5912

C: according to anet rams have their own personal siege cap of 100, independant of other siege on map. (But I do agree something needs to be done about the griefing)

Rams have their own cap regarding the overall map, meaning 100 troll rams wont prevent you placing siege overall on that map.

But,

Rams still contribute to the local area siege caps, meaning 8 troll rams inside a keep gate will prevent you from building any arrow carts/catas to defend that specific gate, because the local area siege cap at that gate is maxxed out.

This should be fixed.

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Posted by: Jayne.9251

Jayne.9251

C: according to anet rams have their own personal siege cap of 100, independant of other siege on map. (But I do agree something needs to be done about the griefing)

Rams have their own cap regarding the overall map, meaning 100 troll rams wont prevent you placing siege overall on that map.

But,

Rams still contribute to the local area siege caps, meaning 8 troll rams inside a keep gate will prevent you from building any arrow carts/catas to defend that specific gate, because the local area siege cap at that gate is maxxed out.

This should be fixed.

Yes. Agreed.

I guess I’m just wary of putting in code to auto destruct simply because that would be used universally for rams, and could just see a ram needed in a strategic spot disappearing when it’s needed most, lol. I’m not sure they could create code for “if ram is at spot x, then auto destroy” ….

But this is just indicative of deeper issues within the game … Outlined in that spies/saboteurs thread. I’d personally like to see that resolved so that siege like rams can work “as intended” … The only way I see that happening is if Anet becomes proactive with complaints and reports. I’m sure they are, they don’t divulge which accounts have been banned etc for privacy reasons, but it’d sure be nice if they were as aggressive about this as they were with their bot sweeping a while back, because it really is ruining gameplay for a lot of players.

L’enfer, c’est les autres

(edited by Jayne.9251)

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Posted by: shortcake.8659

shortcake.8659

Rams shouldn’t disappear after 20 minutes, that would be stupid.

They should explode.

some terrible idiot in [pre]

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Posted by: Phaeron.8607

Phaeron.8607

This should happen regardless if ppl touch or refresh them. They should simply vanish 20 minutes after being placed.

There is no need for rams to remain long after gates are down, and there is far less need for multiple troll rams built by saboteurs sitting inside friendly keeps for hours preventing actual defensive siege being placed , since they siege cap the local area.

Mr. Hunt, your mission, should you choose accept it. is to ninja everything in sight. As always, should your or your ninja team be caught, the secretary will disavow your existence. This flame ram will self destruct within 30 seconds. Have a nice day.

On a more serious note, i doubt the issue ever came up in beta. I’ve noticed most MMOs get people who don’t know how to break things or push game limits to beta test for them. What you suggest would be nice. I’m all for it. But what if you’re attacking a gate and it takes you more than 20 minutes? I know, not a everyday thing; just consider it.
As it stands, they system seems pretty adequate for ridding the maps of unused siege. Perhaps I need more time and experience to mull this over.

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Posted by: Nnekk.5806

Nnekk.5806

A: you can dump your ram bps on top of existing enemy rams and build/use and destroy their rams after you’ve taken the tower.

B: flame rams can be used for so much more than just knocking down gates.

You will often hit the enemy rams instead of the gate with your rams.

I can confirm this as well. I thought I had built the ram too far away from the gate once (since I could hear no noise and see no damage numbers); I had someone else jump on the ram and they to could not make it work. We then built a 2nd ram on the other side of the door (opposite an existing enemy ram) and it worked fine. After a minute of AOE’s the enemy ram was gone and a straggler hoped on the 1st ram and, viola, it worked.

Never saw any damage numbers, even if my ram was hitting the enemy ram…so, dunno if it actually “hits” it, or it just blocks it somehow.

Anyways, I support the idea of the OP.

On a side note…

What if we gave Commanders the ability to destroy siege placed by their own team?

Perhaps with a few limitations such as a piece per allotted time; like 1 piece every 30 minutes.

I’d also like to see siege identified by who placed it.

Yak’s Bend

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Posted by: SlaYer.2138

SlaYer.2138

My suggestion is to give commanders a special skill that allow them to explode any friendly siege weapons in their server, so they can remove any unwanted sieges. This skill shouldn’t be for everyone bcuz then those trolls will explode all of our sieges instead.

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Posted by: Jayne.9251

Jayne.9251

Anyone can drop 100g and get a commander tag tho …. Which could prove disastrous … intentionally or not.

L’enfer, c’est les autres

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Posted by: Nnekk.5806

Nnekk.5806

Would a spy want to drop a 100G on that ability alone? I doubt it.

But, if they did, that’s why I suggested a time allotment per piece of siege; to limit the amount they can destroy in a period of time.

I’d also make it so that the Commander HAD to have the tag ON, and there was a “/map” message about the siege being destroyed. “Commander so-and-so destroyed flame ram at Bluebriar”

Yak’s Bend

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Posted by: Jayne.9251

Jayne.9251

Would a spy want to drop a 100G on that ability alone? I doubt it.

But, if they did, that’s why I suggested a time allotment per piece of siege; to limit the amount they can destroy in a period of time.

I’d also make it so that the Commander HAD to have the tag ON, and there was a “/map” message about the siege being destroyed. “Commander so-and-so destroyed flame ram at Bluebriar”

Oh I think in the higher tiers they could cough up the 100g (and have, lol, don’t you remember WvW in its infancy and tales of suddenly unknown commanders popping a tag and leading zergs to their deaths?).

But I like the idea of the map wide announcement. That could work.

L’enfer, c’est les autres

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Posted by: Lifewaster.5912

Lifewaster.5912

This really needs to be addressed, currently troll Flame Rams inside keeps are not despawning at all, ever. While any useful siege is despawning in 30 minutes, after which more troll rams are built to block them also.

In fact the code seems to be that the more useful the siege the faster it despawns, and the more useless it is the longer it stays.

The maps 100 Ram limit is capped, so teams cannot build rams to attack any towers on the map.

The keeps local proximity siege limit is capped, meaning you cant build any carts/catas to defend the gate near the rams.

This should be hotfixed now.

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Posted by: Moodswings.9752

Moodswings.9752

After twenty minutes a worker dismantles the friendly flame ram within the keep and deposits all supply back into the shed. Just an idea, but I’m not keen on the players having the power to dismantle siege, even if they do have a commander tag.

Smoke me a kipper, I’ll be back for breakfast!

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Posted by: Zephyrus.9680

Zephyrus.9680

I’m from Maguuma and I don’t support this.

Zefyres – Ele | Maguuma | (ex) top100 solo/teamQ casual | Youtube

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Posted by: Pvp.2758

Pvp.2758

This should happen regardless if ppl touch or refresh them. They should simply vanish 20 minutes after being placed.

There is no need for rams to remain long after gates are down, and there is far less need for multiple troll rams built by saboteurs sitting inside friendly keeps for hours preventing actual defensive siege being placed , since they siege cap the local area.

+1

This is a great temporary possibly permanent fix.

S(KILL) Gametypes > WvW & sPVP

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Posted by: Jeknar.6184

Jeknar.6184

This should happen regardless if ppl touch or refresh them. They should simply vanish 20 minutes after being placed.

There is no need for rams to remain long after gates are down, and there is far less need for multiple troll rams built by saboteurs sitting inside friendly keeps for hours preventing actual defensive siege being placed , since they siege cap the local area.

People will use another siege to troll/abuse the siege cap… There are reports of countless Ballistas being set by GoM in T7 a few weeks ago.

Rams disapearing do no good to the actual problem.

I’m from Maguuma and I don’t support this.

Yeah, the Flame Ram God disaprove such behavior…

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing

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Posted by: Eliandal.8735

Eliandal.8735

After twenty minutes a worker dismantles the friendly flame ram within the keep and deposits all supply back into the shed. Just an idea, but I’m not keen on the players having the power to dismantle siege, even if they do have a commander tag.

I like this idea! Think it would be too complicated for them to code though

Cuthache | Ranger
OTG!
Yak’s Bend!

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Posted by: yourGoD.3481

yourGoD.3481

Only allow rams to be placed near gates.

Or allow rams that do damage to a gate to remain indefinitely, but have rams that never do damage despawn like trebuchets and golems.

[FEAR] – Mesmer
Sanctum of Rall

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Posted by: Kintari.4172

Kintari.4172

Limit number of outstanding flame rams placed by any 1 account to some number … let’s say 10. You go past that number, and it despawns the oldest ram placed by you. Global cap stays in effect.

Yes, you can still troll with non-ram siege, yes, you can still troll specific areas against the local cap, but it’s a step in the right direction, since at least 1 person working alone won’t be able to ram-cap the entire map.

Kintari | Rintaki | Rin Taki | Kian Tir | Zahinn | Lith <<< Blackgate >>>

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Posted by: ravivkk.7381

ravivkk.7381

The fix for this problem should be very easy, make ram despawn timer as short as one for treb. If the ram not getting refreshed which most likely will not happen then it should despawn.
I dont think any spy willing to spend his day building alot of flame rams alone and refreshing them every 30 min or so.
Also there is a bug with the siege capp, ram siege capp and normal siege capp are not diffrent as anet stated, when we tried to siege up one of our Borderlands, we later found out we can not place any rams on the breakout towers and had to use golems for it…

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Posted by: Bedstain.6735

Bedstain.6735

This should happen regardless if ppl touch or refresh them. They should simply vanish 20 minutes after being placed.

There is no need for rams to remain long after gates are down, and there is far less need for multiple troll rams built by saboteurs sitting inside friendly keeps for hours preventing actual defensive siege being placed , since they siege cap the local area.

Even better: they can be detonated like a bomb.

Blackgate Elementalist….woohoo!
{{80 ele Soap 80 engi Flush}}