The endless flanking within the borderlands.

The endless flanking within the borderlands.

in WvW

Posted by: Pahawe.4865

Pahawe.4865

Has anyone else gotten a little tired of it? I know I have, and I think I may have a couple of suggestions as to how to fix it. First though, allow me to explain -why- I think this is a problem.

My server, Piken Square, isn’t exactly small, and it isn’t the worst at WvW. We have our WvW guilds, players of repute, and all that, but we’ve got something of a problem: we’re consistently matched against servers with larger populations, and because of this we’re dealing with zerg after zerg after zerg of players from the German servers. Do I mind being outnumbered in this situation? Not really, because most of the time I’m fighting from a fortified position with siege weaponry at my back, and quite often this is enough to break the backs of most zergs, even those that do come packing siege weaponry.

The trouble, however, is that we are very often denied access to our supplies because all of our siege camps are under attack, and the enemy is effectively choking us to death by ram raiding all three whilst they pummel away at our keeps, starving us of our supplies and denying us access to the tools we’d need to mount a successful defense.

Now, before I continue any farther, I should emphasize that I’m perfectly alright with this tactic, in fact, I applaud it when it’s used out in the Eternal Battlegrounds. When it comes to the Borderlands, however, it does kind of tick me off that the enemy can run rampant so easily, just by flanking our outnumbered defenders. It just doesn’t feel right that they’re able to take the rearmost point of the Borderlands so easily, when the fight for a Borderland should, in fact, be the hardest fight you get from a server, as it’s their home turf. You shouldn’t simply be able to sneak right into the backdoor without some heavy resistance, but the trouble is that it’s hard to mount an effective defense when you’re stretched thin as is, and there isn’t a notification given of an attack until it’s already in progress.

So, how do I think this can be fixed? Well, first and foremost, fortifying the mountain passes with extra gates and walls would go a long, -long- way to producing a harder fight. The enemy shouldn’t just be able to waltz through an open backdoor to take your last supply line from under your nose, they should have to fight tooth and nail for it! Adding a wall and gate to the pass leading to the Skritt and Centaur camps would do a great deal towards this, as not only does it slow the enemy down and actually give you time to respond, but it also means you’re given advanced warning of an attack so that you can make use of that time to send defenders racing in to the rescue.

The other suggestion I have would be to extend the range of the Skritt and Centaur patrols, or extend the camps a little further down the valley, to provide a little more protection for the defending side. So, what do you folks think? Is this an issue that bugs you as well? Do you think it needs fixing? And do you think I make some good suggestions on how to do so?

The endless flanking within the borderlands.

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Posted by: Account.9832

Account.9832

Yes, “borderlands” map design has always puzzled me a bit. It’s far easier to take over enemy borderlands than to defend your own. The design of the citadel makes launching attacks from it extremely slow and doesn’t even give significant advantages in terms of defence.

The northerns supply camp needs to be harder to steal and the citadel needs some southern exits to give the “local” world some advantage.

As it is, it’s not uncommon to see world A control all of world B’s borderlands and vice-versa. It’s not that one server is clearly better than the other, it’s just that it’s much easier to take over (and control) the enemy borderlands than your own.

- Al Zheimer

The endless flanking within the borderlands.

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Posted by: Lightsbane.9012

Lightsbane.9012

you’re complaining about a tactical maneuver and failing to address it. you want to not be flanked? try to pound some thought process into your groups to not completely focus on the frontal objective.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

The endless flanking within the borderlands.

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Posted by: Kolisch.4691

Kolisch.4691

Yes, “borderlands” map design has always puzzled me a bit. It’s far easier to take over enemy borderlands than to defend your own. The design of the citadel makes launching attacks from it extremely slow and doesn’t even give significant advantages in terms of defence.

The northerns supply camp needs to be harder to steal and the citadel needs some southern exits to give the “local” world some advantage.

As it is, it’s not uncommon to see world A control all of world B’s borderlands and vice-versa. It’s not that one server is clearly better than the other, it’s just that it’s much easier to take over (and control) the enemy borderlands than your own.

You don’t make any sense at all. You mean the one who could teleport back to the center and move north, east and west in no time at all will lose out to someone who’d be spawning at the bottom or one corner? Borderland owners can swing swiftly from both towers east and west, as well as the camps nearby. And players can constantly teleport back to the center, run abit north and take their supply (unless they’re very bad and can’t keep control of that camp most of the time), able to mobilize a force that’s siege ready at moment’s notice.

HoT = Grind Wars 2
HoT = WvW players forced to PVE

The endless flanking within the borderlands.

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Posted by: addexfoe.9364

addexfoe.9364

I think the main issue is that supply camps, particularly the northern borderlands ones, can be taken REALLY quickly. A group of 3-4 who know what they’re doing can capture one in 2-3 minutes. And maintaining a defense of 2-3 people with siege is incredibly boring for those people, plus likely to get smashed in seconds anyways if a group of 6+ show up. There are exceptions, sure, but it seems to work out this way more often than not.

The endless flanking within the borderlands.

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Posted by: Leal.4973

Leal.4973

And players can constantly teleport back to the center, run abit north and take their supply (unless they’re very bad and can’t keep control of that camp most of the time), able to mobilize a force that’s siege ready at moment’s notice.

Assuming the other team doesn’t have 20+ players camping the northern supply camp with ballista, arrow carts and one time I saw them trying to set up a treb there, all aiming at the north gate….

The endless flanking within the borderlands.

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Posted by: Ross Biddle.2367

Ross Biddle.2367

The flaw in the design is that these places need defending, as do Dolly’s, and it’s necessary to do so, but the game play is a boring gamble and poor investment of a players time. There’s loads of potential for great fights, but you can’t be assured of them at all, let alone with any frequency. As a rule of thumb, if there’s something in WvW that detracts from engagements occurring, there’s something wrong with it.

That’s that gives some merit to the idea of smaller gates pathways leading to the rear of the borderlands. Yes it’s a early warning system to those paying attention, but more than that it’d create a “trench line” where players from both sides could funnel to where engagements over camps, and dolly’s, would occur. More engagements = more fun. There’s plenty of incentive to push to the rear too as the demand for supply dictates the push. Technically speaking not only could attackers starve defenders of supply, but borderland defenders can starve attackers of supply to slow them down, and yet: the engagements will still keep happening, and probably with more frequency (more PvP, less Pvcamp-E’s)

The endless flanking within the borderlands.

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Posted by: Snowstorm.3897

Snowstorm.3897

@OP – We usually control our entire borderlands and don’t forget, we can outflank the enemy in their borderlands as well. There’s a lake in the centre of Borderlands maps for a reason, and its to allow mobility to all parts of the map.

Stop complaining and get back to killing GH/AM

Sylas
Second Law [Scnd] – Guild leader
Currently: Axiom – Necro

The endless flanking within the borderlands.

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Posted by: hellsmachine.4085

hellsmachine.4085

you’re complaining about a tactical maneuver and failing to address it. you want to not be flanked? try to pound some thought process into your groups to not completely focus on the frontal objective.

^This
Pahawe please stop complaining about a legitimate tactic and get on with your life.

(edited by hellsmachine.4085)