“Youre lips are movin and youre complaining about something thats wingeing.”
Waypoint contesting should change
“Youre lips are movin and youre complaining about something thats wingeing.”
so you basically want to be able to spawn rush your way to victory in order to defend something instead of actually having to play good.
so you basically want to be able to spawn rush your way to victory in order to defend something instead of actually having to play good.
Well that would make sense.. the defenders would now at least have a much better advantage (like they should)..
so you basically want to be able to spawn rush your way to victory in order to defend something instead of actually having to play good.
If it stays contested until all breaches are closed you can’t even waypoint rush the way people do now, you actually have to organize a force to close the breach while the attacking force has to prevent that from happening. If counting down a timer and shouting on TS SPAM NOW is your idea of playing good I have nothing to say.
Currently one person with the right class can make an entire map’s worth of defenders waste up to a minute of extra time running from spawn waypoint as opposed to say garrison. The effort/reward ratio is completely off. I don’t know if OP’s proposal is the right way to do it but the contesting mechanic is clearly problematic.
i never said wp spamming is good, infact thats the exact point i was tryin to make.
gate tagging prevents wp rushing if a structure you’re trying to defend doesn’t have a wp.
you are stopped from wping to garrison to run back to defend a keep.
Something should be done about waypoint contesting in keeps. For too long it has been ridiculously easy for a stealth or running class to tag a gate, run off and repeat every three minutes. Sometimes this goes on for hours and due to the power of stealth in some cases is almost unstoppable.
I am all for the keep showing swords as soon as something is damaged but the waypoint should remain open when a single player is strafing a gate.
The easy fix is to prevent the way point from contesting until a gate or wall falls below a certain threshold. I personally believe it should not contest until a wall or gate is breached and after that it should stay contested until all breaches are closed.
Shouldn’t be changed, it is a good form of strategy. It can create the fog of war effect.
Shouldn’t be changed, it is a good form of strategy. It can create the fog of war effect.
My suggested change would have no effect on the “fog of war” since a keep would still show swords just not a contested way point. One player should not be able to undermine a large group effort so easily. Contesting a way point is so ridiculously easy right now it is laughable and there is virtually no way to defend against.
so you basically want to be able to spawn rush your way to victory in order to defend something instead of actually having to play good.
Currently one player can screw up hours of effort and plenty of money by a group of players with virtually no risk to themselves. Also how can “play good” overcome a stealth heavy thief contesting a way point for hours?
The current mechanic even in the best scenario is to wait for the way point to open and jump there in the middle of the fight. How is this “play good”?
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
It’d be nice if you could find a way to debuff someone so they can’t contest for a while. I’ve helped sniff out a thief at garri only for them to just find a different door. If a dude shoots a door once, can you put supply into it?
Fort Aspenwood
I rather like the ‘if hole, no WP’ idea. It helps the defenders get back to defend at least one round, but once a hole is breached, they dont need to worry about the 3min timer and have people suddenly flood back. For an offender, it helps drain supply when you swis cheese a keep and keep, this making them use the supply to hold the keep, not just siege the crap out of inner.