Supply Trap
Thats a good one, as they can be built and moved, so the siege will be unaffected.
Why not make it so supply traps deal damage to any golems that are caught in it?
Because Golems aren’t Supply?
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.
[OPED] My Names Not Bobby (Guard)
Garnished Toast
Anti-Materiel Traps? Causes massive damage to any siege placed on it or moving over it?
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.
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
learning how to throw yourself at the ground and miss.
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?
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)
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.
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.
learning how to throw yourself at the ground and miss.
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?
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 buildsomewere 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 gategolems 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.
[OPED] My Names Not Bobby (Guard)
Garnished Toast
A trap or two? I thought traps were one per map per player lasted an hour or until triggered.
Molen Labe Female Human Necro
Devonas Rest – Black Rose Legion -CF4L
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.
[OPED] My Names Not Bobby (Guard)
Garnished Toast