QoL Shield Gen
Another QoL improvement for shield gens would be for them to be removed from the game or make them stationary seige on towers and keeps.
Too many times you see a map blob hiding under 4 of these things preventing any form of disable while building 6 super catas. They block every way to defend an objective short of stealth disabling from behind where you’re likely to die. Even then it doesn’t buy you much or any time at all.
Shield gens block cannon, AC, treb and ballista fire, they are too good when stacked.
Another QoL improvement for shield gens would be for them to be removed from the game or make them stationary seige on towers and keeps.
Too many times you see a map blob hiding under 4 of these things preventing any form of disable while building 6 super catas. They block every way to defend an objective short of stealth disabling from behind where you’re likely to die. Even then it doesn’t buy you much or any time at all.
Shield gens block cannon, AC, treb and ballista fire, they are too good when stacked.
You need shield gens to be able to assult heavily defended objective. Otherwise you get the old way which is treb from max range and cutoff all supply route until they finely run out 3 hrs later
Darkwood Legion [DARK]
Yak’s Bend
Another QoL improvement for shield gens would be for them to be removed from the game or make them stationary seige on towers and keeps.
Too many times you see a map blob hiding under 4 of these things preventing any form of disable while building 6 super catas. They block every way to defend an objective short of stealth disabling from behind where you’re likely to die. Even then it doesn’t buy you much or any time at all.
Shield gens block cannon, AC, treb and ballista fire, they are too good when stacked.
You need shield gens to be able to assult heavily defended objective. Otherwise you get the old way which is treb from max range and cutoff all supply route until they finely run out 3 hrs later
Spoken like a true zergling.
Repeated attacks while draining their supply and controlling camps is how you topple keeps, which is how a siege actually works.
Another QoL improvement for shield gens would be for them to be removed from the game or make them stationary seige on towers and keeps.
Too many times you see a map blob hiding under 4 of these things preventing any form of disable while building 6 super catas. They block every way to defend an objective short of stealth disabling from behind where you’re likely to die. Even then it doesn’t buy you much or any time at all.
Shield gens block cannon, AC, treb and ballista fire, they are too good when stacked.
You need shield gens to be able to assult heavily defended objective. Otherwise you get the old way which is treb from max range and cutoff all supply route until they finely run out 3 hrs later
Spoken like a true zergling.
Repeated attacks while draining their supply and controlling camps is how you topple keeps, which is how a siege actually works.
Isn’t that basicly what I said other than attacking from long range rather than close range where you have to deal with God knows how many ac
Darkwood Legion [DARK]
Yak’s Bend
Another QoL improvement for shield gens would be for them to be removed from the game or make them stationary seige on towers and keeps.
Too many times you see a map blob hiding under 4 of these things preventing any form of disable while building 6 super catas. They block every way to defend an objective short of stealth disabling from behind where you’re likely to die. Even then it doesn’t buy you much or any time at all.
Shield gens block cannon, AC, treb and ballista fire, they are too good when stacked.
You need shield gens to be able to assult heavily defended objective. Otherwise you get the old way which is treb from max range and cutoff all supply route until they finely run out 3 hrs later
Spoken like a true zergling.
Repeated attacks while draining their supply and controlling camps is how you topple keeps, which is how a siege actually works.
Isn’t that basicly what I said other than attacking from long range rather than close range where you have to deal with God knows how many ac
No, with shield gens and catas you render ACs, cannons, ballista, basically every single part of defence in a keep or tower obsolete and at close to minimum range you get through much faster. Catas cost significantly less than trebs and the time taken for a treb to take down a wall is significantly higher.
So no, it isn’t even close to what you said as trebbing requires a much more sustained assault against a heavily fortified structure as opposed to the current blob and rush tactic that takes maybe 3 mins tops to get through a T3 wall. When you consider scout reports and time taken for an equal sized group to stop what they’re doing, get out of combat, WP over, group up and get there you’ve already lost whatever it is. Trebbing with a blob also leaves that server vulnerable to being attacked themselves, if you treb from a nearby tower you can leave smaller numbers to defend trebs and the main blob defends whatever it is, especially if you prebuilt seige.
Before we start with invuln walls, they have a cool down and some servers like FSP have people pulling them anything from 5-10 mins before zerg rushing.
Another QoL improvement for shield gens would be for them to be removed from the game or make them stationary seige on towers and keeps.
Too many times you see a map blob hiding under 4 of these things preventing any form of disable while building 6 super catas. They block every way to defend an objective short of stealth disabling from behind where you’re likely to die. Even then it doesn’t buy you much or any time at all.
Shield gens block cannon, AC, treb and ballista fire, they are too good when stacked.
You need shield gens to be able to assult heavily defended objective. Otherwise you get the old way which is treb from max range and cutoff all supply route until they finely run out 3 hrs later
Spoken like a true zergling.
Repeated attacks while draining their supply and controlling camps is how you topple keeps, which is how a siege actually works.
Isn’t that basicly what I said other than attacking from long range rather than close range where you have to deal with God knows how many ac
lmao player just dont want effort on capping…. spread 4-5 shield gens and 5-7 catas, for a easy cap….
while is easy way to easy t o clear siege on wals and players, so the defensive line is ackward on this game since u cant be on the walls
Elementalists and Necros with “camera improvements”(wich ANet said it was players improiving their gameplay…..) can hitt the inner side of a wall , and half way on the stairs….
Getting stuff done faster is what klilled WvW….. tho gw2 was made for bad players, i shouldnt be that impressed with the awfull results..
(edited by Aeolus.3615)
It call still take a couple hrs to take t3 keep as it is y would people want it to take 4 or 5 hrs like it use to?
Darkwood Legion [DARK]
Yak’s Bend
It call still take a couple hrs to take t3 keep as it is y would people want it to take 4 or 5 hrs like it use to?
Another misconception from those who tend to only zerg. It doesn’t take hours to take a T3 keep, it only takes brains. 7 of us flipped T3 Gankdara bay last week with 3 zergs fighting outside, I’m guessing Gankdara thought it was only tagged from the fighting and never bothered to do a proper check, they paid the price and lost it in 30mins. The only reason it took that long was we hadn’t got full sups and only 100 from the camp.
You can hit a keep with a small force and get all the way into inner, guild catas cost 40 supply and are essentially superiors. 8 people can build 5 with 25 from keeps so hitting that when others are occupied or sneaking into the outer from a rarely assaulted location then porting your zerg in massively reduces the time taken to take it.
Same with T3 towers, have a big zerg and a small group assault 1 each, bonus if you pair it with the other server so they have to choose.
It call still take a couple hrs to take t3 keep as it is y would people want it to take 4 or 5 hrs like it use to?
Another misconception from those who tend to only zerg. It doesn’t take hours to take a T3 keep, it only takes brains. 7 of us flipped T3 Gankdara bay last week with 3 zergs fighting outside, I’m guessing Gankdara thought it was only tagged from the fighting and never bothered to do a proper check, they paid the price and lost it in 30mins. The only reason it took that long was we hadn’t got full sups and only 100 from the camp.
You can hit a keep with a small force and get all the way into inner, guild catas cost 40 supply and are essentially superiors. 8 people can build 5 with 25 from keeps so hitting that when others are occupied or sneaking into the outer from a rarely assaulted location then porting your zerg in massively reduces the time taken to take it.
Same with T3 towers, have a big zerg and a small group assault 1 each, bonus if you pair it with the other server so they have to choose.
Well no kitten it esay to take if the other server isn’t paying attention.
Darkwood Legion [DARK]
Yak’s Bend
The OP’s suggestion is good. The thread seems to have derailed from that point, though not without merit. Shield gens shouldn’t be able to cover themselves. Since they can, stacking 3 of them makes you practically invulnerable.
Couple servers i faced, when they know our server is low in numbers (NA sleeping) and they much higher numbers do this. The blob will go around with 3-4 shield gens and kittenitting inside it, simply impossible to hit.
Another QoL improvement is being able to see through them better. I was trying to operate a treb while the dome was around me. I was trying to counter an enemy treb, but the dome obscures the view which made adjusting my direction and power take longer than it should. This is compounded when you have two domes partially overlapped.
Simply make it so the shield bubble stops any siege shot regardless of who fired it.
If this counts as friendly fire and can’t be implemented, then an alternative is to give the bubble a limited number of HP so it can only protect against a set amount of damage, and shatters if overloaded.
Simply make it so the shield bubble stops any siege shot regardless of who fired it.
If this counts as friendly fire and can’t be implemented, then an alternative is to give the bubble a limited number of HP so it can only protect against a set amount of damage, and shatters if overloaded.
what are you saying, something like the shield have a shield hp pool, after that needs more supply or gets destroyed?
ALtough a on/off swith on the shield dome would be nice, but i would love that we could have 2 types of siege, stucture siege and openfield siege….
(edited by Aeolus.3615)
For the alternative, I was thinking on a per bubble basis – so you could “overload” a bubble and destroy it by hitting it for enough damage – literally bursting the bubble when the HP reach zero. This means shield generators still give some protection but heavy fire from a defending force could take down the bubble early, giving a chance to hit what’s underneath.
I had not considered using supply to maintain the shield bubble against damage. This would be unhelpful in a structure because it would be essentially the same as just repairing a wall or gate unless the HP gained per supply was more favourable. For an attacking group it would force a choice between supply for the shield and supply for siege. Not sure how people would view this balance.
My original idea where the bubble blocks all siege would be a fair change that would require more thought when using shield generators. Unfortunately it might cause issues for catapults if it’s the same code used for a cata bubble…
Overall I’d say the burst-able shield bubble might be the better idea.