Supply camps flip once per tick?
Ok, so if I read this correctly: I roam solo in enemy borderlands and I flip camps, just to notice that all of a sudden the camps are resetted and I’m unable to recapture due to some silly buff being applied?
Right…..
Commander – Jam Death [Jd]
Fissure of Woe
Ok, so if I read this correctly: I roam solo in enemy borderlands and I flip camps, just to notice that all of a sudden the camps are resetted and I’m unable to recapture due to some silly buff being applied?
Right…..
He’s trying to fix zergs by making roaming useless
Not to mention it would be strangleholding the supply process, require the removal of all supply camp upgrades and make the lower tiers (and those trying to upgrade anything in them) tedious and unbearable because so much of the playerbase would have to be sitting on camps.
Edit: That said, I wouldn’t mind there being some way that you can actively benefit the supply process further by spreading people out, but it should not make it a necessity as this idea would.
Ok, so if I read this correctly: I roam solo in enemy borderlands and I flip camps, just to notice that all of a sudden the camps are resetted and I’m unable to recapture due to some silly buff being applied?
Right…..
I think this would grant far more power to solo roamers such as yourself. You could take a supply camp yourself just after the points tick, , but in the process run into enemy roamers trying to do the same, thereby providing the small scale fights you crave. Should you succeed in taking the camp, you have made far more contribution to the campaign than simply buffing a guard which is merely a road bump for the zerg.
Additionally, if you know which camps the enemy have to go to to get supply, interception type roaming becomes a more viable option and would provide even more small scale.
Why not just increase [Righteous Indignation] time and fix it so large zergs can’t kill the guard, till the RI buff ends?
Oh btw do Anet know that they didn’t fix RI and that large zergs can still take the guard out pretty quickly?
Firezof Arrows ~ Sylvari Ranger {} Hudeeni ~ Norn Mesmer
Ruins of Surmia [KoA]
Just throwing out a suggestion to make zerging less effective and promoting coordinated server play, how about making supply camps reset ownership after each point tick but then unable to be re capped once captured for the 15 minute period?
Unfortunately, this would amplify the zerg factor. Everyone would be gathering on camps just before the tick.
Looney vids at http://www.youtube.com/feed/UCRhCtfrF9GhxU1CoeZSN0kQ/u
Midnight Mayhem
Its already possible to starve blobs of supply with good scouting, theres only ever 2 nearby supply camps to them and if they have to go to the far side of the map to get a small fraction of their zerg suppied they’d get kitten off quick. Its a good idea to take all the supply or none if your trying to do it. That way if they show up at a camp you can upgrade it before they cap and empty supply.
Your idea might work but i dont know. I suspect trying to cap a well defended keep if you have to leave every 15mins to guarantee supply would become a nightmare and i can easily see a really annoying, frustrating meta game developing around it.
Also @ TallDan
4 guardians can take out a buffed supervisor quick. 1 could if they could tank the damage (they cant). You dont need a zerg for it.
(edited by Caid.4932)
Removing RI benefits small teams.
Limiting potential targets to harass HURTS small teams.
Please do not enact this pro-zerg suggestion.
See this thread for the opposite suggestion, which will actually help small teams:
https://forum-en.gw2archive.eu/forum/game/suggestions/IMO-get-rid-of-Righteous-Indignation/
Apathy Inc [Ai]
Other solutions that I like more:
- You cannot cap a supply camp unless you own one of the linked towers. I think this solution is even more viable now that we have Siegerazer, who gives supply to teams with no towers. (Or something like DAOC…each tower contributes 10 zealots to the supply camp. You CAN take a supply camp without owning the towers but it’s a heck of a lot easier if you do.)
- Capping a supply camp drops the supply to 0.
I don’t like the back-and-forth action but the OP’s suggestion is un-intuitive.
A game that’s 100% WvW
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Ops suggestion just plainly buffs zerg combat. if you cap a camp under his suggestion then you don’t have to worry about it for another 15 mins.
Less targets = more zerg friendly.
Frankly I want supply camps to be unprotected – scale the reward based on how long its been camped to prevent reflipping abuse for leveling/karma/wxp.
Removing RI is more anti-zerg because I can keep my team of 5 near your camp, if you don’t defend it I can keep it my teams color, if you zerg it and leave ill just retake it back again.
In order to counter that you must leave defenders, which actually encourages small fights to break out.
Apathy Inc [Ai]