Q:
Why are golems disabled for only 20s?
I had the same question. If anything I would think Golems should be disabled for a longer time since they are mobile – and op.
To promote the golem mastery ofc.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
Siege disablers themselves as a whole are a HUGE mistake and the only thing that will truly “fix” them is their COMPLETE REMOVAL…
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© sparc.3649 ~ LPC ~ Anvil Rock
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To promote the golem mastery ofc.
Golem Wars 2
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing
Golem’s are very expensive.
It makes perfect sense that a high-tech and expensive golem, has some resilience to siege disablers.
The very cheap flame rams are the most vulnerable, due to being in range of defender, and you can’t spread them out.
Ranged siege weapons can be spread out, and you are unable to disable them from a safe location.
Golems, like flame rams need to be in melee, making them very vulnerable to siege disablers, and even 20 secs might be a bit too much.
Golems, like flame rams need to be in melee, making them very vulnerable to siege disablers, and even 20 secs might be a bit too much.
Ever heard of Omega Golems and their 1500 attack range?
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing
Golems, like flame rams need to be in melee, making them very vulnerable to siege disablers, and even 20 secs might be a bit too much.
Ever heard of Omega Golems and their 1500 attack range?
Yes! Should have commented on that aswell.
At only 1500 range, they can be disabled from within the keep as siege disablers have total range of 1200+450.
With perfect position you could place 6 to attack a wall, or 4(?) to attack a door with enough spacing to avoid the 900 diameter on the siege disabler to hit more than one omega golem. However, many locations have very limited positioning opportunities. Defenders can take this into account, by focusing pre-built defensive siege on the more exposed locations.
Last but not least, Omega golems are by far, the most expensive siege unit.
Thanks for all the replies guys. I’d still like to see the official opinion on it, but some of the points do make sense.
I am asking because since the feature pack it has been nigh impossible to break a fortified waypoint that is being defended. It was never easy to do, but basically a 20+ golem rush along with the element of surprise is the only way to feasibly do it now. (From a tier 1 perspective.)
P.S. I don’t really see how that golems are expensive is a valid argument. Aren’t you paying for the fact that theyre mobile? They’re not that much more expensive than guild catas either, and 3 of those are thrown to take a paper tower without thinking twice.
I’d like to suggest that disabled golems also be immobilized for 20 seconds or that the pilot be forcibly ejected and the Golem unridable for the duration of the effect.
I’d like to suggest that disabled golems also be immobilized for 20 seconds or that the pilot be forcibly ejected and the Golem unridable for the duration of the effect.
Agreed.
Golems already have a distinct advantage over other siege, being that they can run away while disabled and come back when they are back up. That on top of the reduced disable makes them have a large advantage over other siege weaponry. Forcing them to stay in place, possibly kicking the player out of it, would better allow players to take down the golem after a disable.
I’d like to suggest that disabled golems also be immobilized for 20 seconds or that the pilot be forcibly ejected and the Golem unridable for the duration of the effect.
Absolutelely not!
You can not kick someone out of the golem you build. This change would result in other random players taking over the golems.
It would be especially bad with regards to siege trolls.
(edited by Fergus.4208)
Golems, like flame rams need to be in melee, making them very vulnerable to siege disablers, and even 20 secs might be a bit too much.
Ever heard of Omega Golems and their 1500 attack range?
Yes! Should have commented on that aswell.
At only 1500 range, they can be disabled from within the keep as siege disablers have total range of 1200+450.
With perfect position you could place 6 to attack a wall, or 4(?) to attack a door with enough spacing to avoid the 900 diameter on the siege disabler to hit more than one omega golem. However, many locations have very limited positioning opportunities. Defenders can take this into account, by focusing pre-built defensive siege on the more exposed locations.
Last but not least, Omega golems are by far, the most expensive siege unit.
1200 + 225
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia