Supply Trap

Supply Trap

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Posted by: Fade.7658

Fade.7658

Why not make it so supply traps deal damage to any golems that are caught in it?

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Posted by: Menzies The Heretic.3415

Menzies The Heretic.3415

Thats a good one, as they can be built and moved, so the siege will be unaffected.

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Posted by: Smooth Penguin.5294

Smooth Penguin.5294

Why not make it so supply traps deal damage to any golems that are caught in it?

Because Golems aren’t Supply?

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Posted by: imdannyboy.6071

imdannyboy.6071

They already had to use their supply to build them, I don’t understand how this would make sense. I tend to place supply traps all over the opposing side as often as I can, usually in random spots in hopes of getting small groups of them.

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Posted by: Zaxares.5419

Zaxares.5419

Anti-Materiel Traps? Causes massive damage to any siege placed on it or moving over it?

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Posted by: Menzies The Heretic.3415

Menzies The Heretic.3415

They already had to use their supply to build them, I don’t understand how this would make sense. I tend to place supply traps all over the opposing side as often as I can, usually in random spots in hopes of getting small groups of them.

How this would make sense?
Place them in front of the gate thats about to get hit by a golem zerg.

Normal siege:
*Players take supply
*Players take supply to gate
*Players use supply to build

somewere in between it can be countered by the trap

Golem siege:
*Players take supply
*Players use supply to build right away
*Players take golem to the gate

golems can not be countered by supply trap

This trap will now have more use, and will counter golem rushers.

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Posted by: Zord.6457

Zord.6457

The advantages of golems are supposed to be balanced by their higher cost… That said, we did a rush with 27 omegas the other day so maybe they are not quite expensive enough

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Posted by: Pumpkin.5169

Pumpkin.5169

I like the idea, but it needs a way to counterplay it. Like, with supply traps, is just to send someone without supply to run ahead. How it would work with this trap? Only golems would be able to activate it? They would be able to dodge in time?

Pumpkin – Mag

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Posted by: bOgz.7263

bOgz.7263

Why not make it so supply traps deal damage to any golems that are caught in it?

Because Golems aren’t Supply?

But…. they are made of supply? theres a good logic why supply traps must damage golems

assuming that 100 supply = 100% health of golem, supply trap can damage golem for 5% since it will remove 5supply.

(edited by bOgz.7263)

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Posted by: chronometria.3708

chronometria.3708

If there is going to be a golem trap, then it is likely to be some sort of movement paralysis or stun trap rather than actually causing damage to the golems.

The problem with golem attacks is that they can be overwhelmingly swift and thus no defence can be raised in time to protect the capture spot. Something that slows the golems is a fair potential counter to this.

An alternative is some sort of sensor trap that marks approaching enemy golems on the map. That way careless defenders can still be caught out, but servers with decent map checking scouts will see the signs of the attack much earlier.

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Posted by: Zord.6457

Zord.6457

If there is going to be a golem trap, then it is likely to be some sort of movement paralysis or stun trap rather than actually causing damage to the golems.

The problem with golem attacks is that they can be overwhelmingly swift and thus no defence can be raised in time to protect the capture spot. Something that slows the golems is a fair potential counter to this.

Yeah but the golems are usually ported around not walking anywhere. A golem version of a long duration chill would probably work better to slow them down.

There is an art, it says, or rather, a knack to flying. The knack lies in
learning how to throw yourself at the ground and miss.

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Posted by: Crunk n monkey.3749

Crunk n monkey.3749

Why should supply traps damage golems, when they don’t damage players who trigger them?

Supply traps should drain supply from golems, period. That’s their purpose.

Now if you want a trap that damages golems, that’s different. Maybe a tripwire trap that causes golems to take falling damage. Is that such a bad idea?

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Posted by: imdannyboy.6071

imdannyboy.6071

They already had to use their supply to build them, I don’t understand how this would make sense. I tend to place supply traps all over the opposing side as often as I can, usually in random spots in hopes of getting small groups of them.

How this would make sense?
Place them in front of the gate thats about to get hit by a golem zerg.

Normal siege:
*Players take supply
*Players take supply to gate
*Players use supply to build

somewere in between it can be countered by the trap

Golem siege:
*Players take supply
*Players use supply to build right away
*Players take golem to the gate

golems can not be countered by supply trap

This trap will now have more use, and will counter golem rushers.

My plan is to prevent them from making them at all. I roam solo a lot and when ever I take a camp I put a trap or two on it.

Golems cost a lot more to make, thus why they are allowed to move. You try and bring golems somewhere and you get a zerg bigger than the group you brought, that golem is going to get stuck in combat and die. A zerg will purposely keep it in combat and slow it so it can’t get away while destroying the players around it. If a keep is properly defended the golems are going to have trouble doing anything.

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Posted by: Phlogus.2371

Phlogus.2371

A trap or two? I thought traps were one per map per player lasted an hour or until triggered.

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Posted by: imdannyboy.6071

imdannyboy.6071

A trap or two? I thought traps were one per map per player lasted an hour or until triggered.

Yeah for 2 or more you have to be playing with others. I might be running solo but that doesn’t mean pugs don’t follow me to the camp. I ask if they can put one down, about 10% of the time they’ll actually put one down but its still really useful.

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[OPED] My Names Not Bobby (Guard)
Garnished Toast