Spies building flame rams to block yaks.

Spies building flame rams to block yaks.

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Posted by: CHIPS.6018

CHIPS.6018

Q:

Disclaimer: I am not going to mention server name, since it brings more harm than good. I want to talk about this issue only.

Tonight in the supply camp Speldan Clearcut, a team-mate of ours built 6 flame rams to block our yaks from transporting supplies. Since these flame rams were built by a team-mate, we cannot kill them to let our yaks though. (see attached)

As you know, Flame Rams are only useful against gates. So there are no benefits (to us) to build them inside a supply camp. So this was the work of a spies, to stop our yaks.

This tactic works very well because it not only blocks our yaks, it also drains a lot of our supplies. 6 flame rams costed our team 240 supplies, which could potential be a game breaker depending on the situation. A very good trade for only 36 silver.

My suggestions:

1) I am asking Anet to fix this by adding a skill “Destroy” in skill slot 10 of all siege weapons (only usable by commanders). That way our commander could easily destroy these flame rams, to let our yaks though.

2) I am asking Anet not to tolerate these behaviour. Anyone caught doing these kind of things should be permanently account banned.

3) Any team that suffers from such spies should get a 500 point bonus on their weekly score per spy found.

4) If found, any team that conduct spying should get a 1,000 point deduction on their weekly score per spy found.

Thank you for reading. Please give feedback.

Attachments:

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

(edited by CHIPS.6018)

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Posted by: Vv W.7821

Vv W.7821

I’ve seen NPCs move through siege weapons before… how would they block dolyaks with siege? Even if they can putting a destroy function on siege would give enemy spies the ability to destroy all defensive siege in a matter of moments in between battles…

Redundant Sasquatch – 80 Warrior – [aYe] – HoD

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Posted by: Porky.5021

Porky.5021

1) I am asking Anet to fix this by adding a skill “Destroy” in skill slot 10 of all siege weapons. That way our team could easily destroy these flame rams, to let our yaks though.

If someone was spying on you this would make their job much easier.

Overlord Of [NAKY]
SOS Spy Team Commander [SPY]

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Posted by: Jeknar.6184

Jeknar.6184

If they add the “Destroy” buttom to your siege, the spies will destroy defensive siege inside your keep… Which will be even worse…

That’s only my opinion though.

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: CHIPS.6018

CHIPS.6018

1) I am asking Anet to fix this by adding a skill “Destroy” in skill slot 10 of all siege weapons. That way our team could easily destroy these flame rams, to let our yaks though.

If someone was spying on you this would make their job much easier.

Great point. I changed it so only commanders can destroy siege weapons.

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

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Posted by: Xirin.8593

Xirin.8593

3) Any team that suffers from such spies should get a 500 point bonus on their weekly score per spy found.

4) If found, any team that conduct spying should get a 1,000 point deduction on their weekly score per spy found.

Punishing the many for the act of a single person is not justice.

Edit: also, are you 100% sure the rams were blocking the Yaks? Siege weapons don’t have collision (like “hard” objects such a walls, etc).

[AoN] All or Nothing

(edited by Xirin.8593)

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Posted by: thewanderer.8561

thewanderer.8561

Another reason to build flame rams is to delay the capping enemy. This tactic is useful in EB where time is of the essence

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Posted by: skinnyb.5920

skinnyb.5920

I have a feeling that if someone is going to purchase an account just to play on the opposing server as a spy, that they’d have no problems blowing 100g on a commander title.

Just my two cents.

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Posted by: Niim.9260

Niim.9260

I’ve seen NPCs move through siege weapons before… how would they block dolyaks with siege? .

This. How do the rams block the dolyaks, if they walk right through them?

~ AoN ~

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Posted by: Xirin.8593

Xirin.8593

I’ve seen NPCs move through siege weapons before… how would they block dolyaks with siege? .

This. How do the rams block the dolyaks, if they walk right through them?

This thread is either a troll or the OP is grossly misinformed or ignorant of game mechanics. It sounds like he was just annoyed at the wasted supply via ram spamming.

Where is the screenshot of the blocked Yaks?

Also, OP’s use of Epidemic but not BIP makes me twitch.

[AoN] All or Nothing

(edited by Xirin.8593)

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Posted by: Mishi.7058

Mishi.7058

How would the rams block the Dolyaks? I have yet to ever see that happen.

Now I have seen people build rams, to eat supply up ebfore a zerg smacks them and takes a camp from 3 defenders.
I’ve seen Dolyaks walk through rams, as well as AC’s, Ballitas, and the like.

Now if you did not own any towers/keeps the dolyaks walk to then they wouldn’t leave the camp. (Was that what happened?)

Commander Silvannas
“Invincibility lies in the defence; the possibility of victory in the attack.” Sun Tzu

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Posted by: Cover Girl.2580

Cover Girl.2580

CHIPS, what you are seeing is probably Jedbacca and SF. That’s the strat they use when the camp is going to absolutely be flipped and they know its not savable. they will drop rams and waste supplies to deny the enemy a nice camp. last I checked the yak can walk thru anything,

Sanctum of Rall
The Mord Sith [MORD]
(Borderlands Stationed Commander)

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Posted by: Porky.5021

Porky.5021

Well…this thread took a left turn in Albuquerque.

Overlord Of [NAKY]
SOS Spy Team Commander [SPY]

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Posted by: Uberlicious.3956

Uberlicious.3956

we dont “normally” run in EB cover girl and thats mostly our havok squads that do that sense the larger force jed leads normally needs to refill on supply every time they take a camp

(edited by Uberlicious.3956)

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Posted by: kujalord.5849

kujalord.5849

just a suggestion :
transfer server needs 7 days cooldown so that you can transfer to another server

maybe we can make the guy who transfers also needs a 7days cooldown to enter WvW

ruby
[SONG]

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Posted by: Azure Prower.8701

Azure Prower.8701

CHIPS, what you are seeing is probably Jedbacca and SF. That’s the strat they use when the camp is going to absolutely be flipped and they know its not savable. they will drop rams and waste supplies to deny the enemy a nice camp. last I checked the yak can walk thru anything,

But it has to be spies. CHIPS has undeniable proof in the screen shot! You can see them lurking in the background! They’re all hiding in the big present box. Waiting to come out when you turn your backs!

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Posted by: Ain.7082

Ain.7082

Dolyaks move through siege, and all of your suggestions are terrible. Why did you post?

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Posted by: Sunspots.9861

Sunspots.9861

I’m pretty sure people post intentionally stupid stuff just so ill get an infraction for responding sarcastically.

Auburn Skies – Retired- Ranger of [PiNK]
When wvw was still fun feat. [PiNK]

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Posted by: dekyos.1548

dekyos.1548

They should just make all siege movable. Mobility should be determined by size, catapults and trebuchets would move very slowly, rams and arrowcarts would be quick.

Gearmatrix – Level 80 Crash’N’Burn Engineer
[MORD]
SBI WvW Junkie

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Posted by: Morningstar.6208

Morningstar.6208

Well I already suggested the idea of commanders being able to remove unwanted siege but I think problem here is different.

First ram’s does not block dolyaks lets make that clear.
Second placing flame rams on supply camps is a tactic if you didn’t know.
-You can use flame rams flame ability while you fight to burn all enemies around.
-You can hide behind rams to block incoming projectiles.
-It takes time to destroy rams which is slowing down the enemy capturing camp while your reinforcements arrive.

Server transfers should be removed or should be allowed more than 3 months that will fix alot of issues.

Commander Sir Morningstar of Devona’s Rest, Army of Devona [AoD] Guild Leader
http://www.ArmyofDevona.com
http://www.youtube.com/watch?v=7mK7xYguWCk

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Posted by: rooster.2745

rooster.2745

Seems like it was intentionally done just to burn supply an some super genious thought maybe it would actually stop a yak , lol , but yep its a spy at work ,. i seen spys do funnny thing s like turn trebs completely around , stand around and mock people in garrisons call them names , and more than likely, alot of things that just so happen at opportune moments , so theyre server can advance , makes good intrique ,.half way between open sand box warfare , .would also like to see more siege weaponry soon , like the sniper rifles we have in world ,and being able to craft small blockades , etc , etc etc ,

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Posted by: Azure Prower.8701

Azure Prower.8701

They should just make all siege movable. Mobility should be determined by size, catapults and trebuchets would move very slowly, rams and arrowcarts would be quick.

That would be quite a scary sight if all those built rams started moving.

Also what use would golems be?

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Posted by: holska.4127

holska.4127

1) I am asking Anet to fix this by adding a skill “Destroy” in skill slot 10 of all siege weapons. That way our team could easily destroy these flame rams, to let our yaks though.

If someone was spying on you this would make their job much easier.

Great point. I changed it so only commanders can destroy siege weapons.

You have too much faith in commanders It’s just a title that anybody, including spies can buy.

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Posted by: Merendel.7128

Merendel.7128

They should just make all siege movable. Mobility should be determined by size, catapults and trebuchets would move very slowly, rams and arrowcarts would be quick.

That would be quite a scary sight if all those built rams started moving.

Also what use would golems be?

Well you can portal chain with golems to get to a target prety fast with enough mesmers. they are also somewhat more durable and take doors down faster than a single ram. Personaly I wouldnt mind rams/cata’s being able to be pushed at about 1/2 a golem speed and carts at about golem speed. Lets you do small adjustments if you are just out of range (or a hair too close) but really not worth draging from keep to keep. Trebs just dont really make sense with their model unless you have them pack up siege tank style and add wheels although that would be nice for those times you realize you placed the treb 2 feet too far away.

Then agian if siege could be moved you’d just have another tool for spies to grief the other side. keep has too much siege to crack? no problem send the zerg to other side of the map and have a spy or two move the siege into AOE range so you can bombard it with a small group before the zerg returns.

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Posted by: domeno.9126

domeno.9126

There is a siege limit on a map. Once your team hits the siege limit on the map, you will not be able to place any more siege anywhere on the map. This happened to us on EB where someone built dozens of rams at each supply pile inside SM and we could not place any more siege on the entire map. So every gate had to be taken down with melee only.

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Posted by: CreativeAnarchy.6324

CreativeAnarchy.6324

I was wondering if it could affect the dolyaks spawning. They did build them right where they spawn. May be able to glitch it to not spawn.

I speak for my self and no one else. Only fools believe they speak for a majority.