Why upgrade a Supply Camp

Why upgrade a Supply Camp

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Posted by: Balfour.9046

Balfour.9046

If three people can take out a fully upgraded supply camp why waste your money past double supply and yak guards, makes no sense

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Posted by: Sunspots.9861

Sunspots.9861

Because 1 person can defend it from 3 people with those guards and the supervisor?

Auburn Skies – Retired- Ranger of [PiNK]
When wvw was still fun feat. [PiNK]

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Posted by: Balfour.9046

Balfour.9046

Not true, they focus on the one person, take that person out then proceed with the inept guards,

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Posted by: Feni.4306

Feni.4306

Earlier today I held KNBL’s Redvale for over 3 hours alone against several groups of 4-7 people with those “useless” upgrades(and a ballista). One donkey had nowhere to go so there was an extra set of lvl 82 vets there. If you leave the camp unguarded or don’t bother helping it when you see swords then yeah, those upgrades are useless.

Warrior – Ríse[MoM]. Guardian – Ekria. Necro – Reimia. Engi – Feni Navi
Tarnished Coast.

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Posted by: Sunspots.9861

Sunspots.9861

Not true, they focus on the one person, take that person out then proceed with the inept guards,

I guess my own experience doing it was all in my imagination, carry on.

Auburn Skies – Retired- Ranger of [PiNK]
When wvw was still fun feat. [PiNK]

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Posted by: silverfire.2547

silverfire.2547

Because this is a capture and hold game mode.

It’s not a solo capture, and rejoin the zerg game mode.

Stick around at a camp while you’re doing something else like watching TV on another monitor. Hell you can even do productive things like checking stocks, or doing your taxes while defending a point as long as you keep an eye on any incoming.

Mira Alluvion (Me) | Hanna Bulwark (W) | Sophie Dusthaven (Th)
[CoSA]/[WWGD] // Sorrow’s Furnace (since August 2012) US West Evening Shift

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Posted by: Tammuz.7361

Tammuz.7361

ya but 1 person can still shut down the camps supply delivery simply by camping outside and killing the yaks…

Upgraded supply yaks are 2x a normal yak… sadly its true that a single character can shut down the supply routes right now… guards on the supply trains are almost useless, and upgraded guards are useless too.

I think that now that bots are no longer the issue they once were and apparently they have the staffing to manage em even when you observe em: they should consider putting escort events for the yaks back in with a couple of changes. Make people be with the yak at check points if they want credit, (so 10 people dont just run in right as the yak is reaching their destination and get credit, or someone just go afk at a tower or keep and get credit for yak escorts).

[VoTF] www.votf-online.net

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Posted by: Besetment.9187

Besetment.9187

This is a real question? A fully upgraded supply camp can hold 250 supply.

You ever tried to defend a borderland before on 1 (north) supply camp because both attackers are applying maximum pressure on both sides of the map? Yeah that extra 150 supply will save you.

Also the raise guard level upgrade makes the npcs die slower so you need to draw orange swords on a supply camp to take it quickly. You see it on the map and you have a better chance of saving it if you have a nearby waypoint. Losing a 250 supply source is a big deal if you need to bust a siege deadlock via building tonnes of trebs and/or golems.

If you need to resupply your team it also means less stops need to be made, since you can get 25 people resupplied without having to take a detour to another 2 camps. When trying to catch enemy teams out of position to trade towers, shaving those seconds off is the difference between taking their tower and losing yours and taking their tower, waypointing back and saving your own tower too.

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Posted by: Feni.4306

Feni.4306

I vote for an extra upgrade on yak escorts. It changes the two guards to the first 2 undead bosses you fight in path 3 Arah. Constant immobilize + Devastating blows. Or maybe a Risen Deadeye.

Warrior – Ríse[MoM]. Guardian – Ekria. Necro – Reimia. Engi – Feni Navi
Tarnished Coast.

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Posted by: Besetment.9187

Besetment.9187

The keep guard upgrades are worth it too. You ever tried to 4 man ninja an East Keep with lvl 82 guards and patrols. Oh my god its annoying…

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Posted by: Sunspots.9861

Sunspots.9861

ya but 1 person can still shut down the camps supply delivery simply by camping outside and killing the yaks…

Upgraded supply yaks are 2x a normal yak… sadly its true that a single character can shut down the supply routes right now… guards on the supply trains are almost useless, and upgraded guards are useless too.

I think that now that bots are no longer the issue they once were and apparently they have the staffing to manage em even when you observe em: they should consider putting escort events for the yaks back in with a couple of changes. Make people be with the yak at check points if they want credit, (so 10 people dont just run in right as the yak is reaching their destination and get credit, or someone just go afk at a tower or keep and get credit for yak escorts).

I’ve noticed that TC and all the other T2-T1 servers sort of disagree on this point. Yes, one person can kill a yak pretty easily, which makes every yak you do get through that much more important. Having a double supply yak reach its destination has saved us so many times its kind of rediculous. This is why you find us defending our camps so much more than the other servers. Maybe thats why we love our dolyaks so.

Auburn Skies – Retired- Ranger of [PiNK]
When wvw was still fun feat. [PiNK]

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Posted by: kokocabana.8153

kokocabana.8153

Not true, they focus on the one person, take that person out then proceed with the inept guards,

That’s exactly what happens. I don’t know how you would defend better using siege equipment since you have no wall to hide behind. If anything, you just made yourself a sitting duck.

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Posted by: Besetment.9187

Besetment.9187

The guards in a supply camp are not meant to guard the camp against players by themselves. They are meant to support players who defend the camp so they can realitically hold it against bigger teams that want to capture it. Scouts blind and cripple so they are really annoying to have them run around. Cabalists are super annoying because they have scorpion wire and will pull you out of a clutch rez. Zealots blind, immolize and stun and are super annoying if they interupt you when you are getting DPSed down by players.

(edited by Besetment.9187)

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Posted by: Sunspots.9861

Sunspots.9861

The trick is not to stand in the camp. You hide nearby and after the supevisor is engaged your just run by and try to cripple them or knock them down so the supervisor can smash them. You don’t always win, but if your smart you can delay them long enough for reinforcements to arrive. If theres a zerg coming, well you probably lost it, but at least you know where the zerg is.

Auburn Skies – Retired- Ranger of [PiNK]
When wvw was still fun feat. [PiNK]

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Posted by: Ubi.4136

Ubi.4136

I’ll start one rarely if there is 100 supply and I know it’s going to flip soon. That way the enemy doesn’t get the 100 supply.

Lost in the Maguuma [TC]
Te Nosce [TC]

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Posted by: SlimGenre.6417

SlimGenre.6417

it’s a supply game, especially in the higher tiers. I’ll see entire guilds holding down NE or NW camp in enemy territory to make sure east or west keep get’s dolyaks from two camps.

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Posted by: Josh P.1296

Josh P.1296

Not true, they focus on the one person, take that person out then proceed with the inept guards,

I guess my own experience doing it was all in my imagination, carry on.

+1 for making me chuckle lol.

Illucéption – Mesmer
Diamond Story – Elementalist
[TSym] Tac Sym

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Posted by: CHIPS.6018

CHIPS.6018

Because loaded wvw guilds has tons of money to waste? :P

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

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Posted by: kash.9213

kash.9213

Unfortunately w3 was designed physically as triangulation game, with three structure points supporting each other with defenders doubling and tripling from each. Due to the swords on the map and the pve grindish nature that continues to grow, we can take a point then join the zerg, or the zerg can run a flip train all day long, so no one has any incentive or interest to stay and defend or even hover and operate around that general area.

Kash
NSP

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Posted by: Ketharius.9018

Ketharius.9018

Unfortunately w3 was designed physically as triangulation game, with three structure points supporting each other with defenders doubling and tripling from each. Due to the swords on the map and the pve grindish nature that continues to grow, we can take a point then join the zerg, or the zerg can run a flip train all day long, so no one has any incentive or interest to stay and defend or even hover and operate around that general area.

Have scouts around the map where they can call out any enemy approaches to your server’s upgraded camps who’s Yaks are important in supplying a major keep or key tower. That way, your Commanders are aware of enemy movements towards a supply camp in which investments were made. You’d most likely want to keep those upgraded camps due to their benefits, so defend them as a team. You also need to know when defending a camp will be possible or when it won’t be possible over the course of X amount of time, so choose your strategies as a server, not as individuals.

Coming from T2, I can assure you that we have held a camp for 6+ hours, reaping in the benefits from it’s upgrades. It’s difficult, but once you can create a web of information throughout all your guilds and pugs, well… let’s just say that defending and attacking became more easily navigable. You can even choose where and when you want battles to take place.

This goes for many other things as well, communication is key.

Tarnished Coast
[FUNK] Squad

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Posted by: zastari.1730

zastari.1730

If those level 82 cabalists and zealots aren’t annihilating the 3 people trying to take you out in the middle of the camp, I guess you need to be carrying more than zero CC abillities because those things hit like freight trains.

Tsarazi – 80 Asuran Mesmer [DERP]
Maguuma

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Posted by: Comaetilico.3645

Comaetilico.3645

I’ll start one rarely if there is 100 supply and I know it’s going to flip soon. That way the enemy doesn’t get the 100 supply.

except that supply auto replenish when the camp change side ^^’…

often if I see an empty camp being attacked I let the enemy cap it and than recap it afterwards (the buff is not a problem if u get a couple of condition specced player)… it’s way faster than waiting for the camp supply to respawn…

also the advantage of guard is only usefull if there is 3 or less people attacking the camp… if a group of 5 or more is attacking the camp the guards will only last a few second (u don’t even need to focus the player… just aoe the camp and the player will find himself alone inside it… than u can take all your time killing him…)

as said before the only way to take advangtage of the guards is when the camp is attached by less than a party and u can hide yourself and wait for the right moment to stun, KD them and let the supervisor land a few good hit… but again only against 2 or 3 player… if there are more the other veteran will explode instantly and the supervisor will not last long either…

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Posted by: muylaetrix.2096

muylaetrix.2096

If three people can take out a fully upgraded supply camp why waste your money past double supply and yak guards, makes no sense

it only makes sense if you plan to actually defend it. one man in a fully upgraded camp stands a chance against up to a fg. i spend a fair deal of time guarding camps on my own. it makes no difference if a zerg waltzes in, but against a few people it makes a difference.

Muylaetrex, going bananas with [TDA] on Gandara
Camping a keep near you since 2001 !

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Posted by: zastari.1730

zastari.1730

Real answers:

1) I have enough time to respond to contested crosses on a fully upgraded camp if I have waypoints at the nearest keep. This isn’t the case with un-upgraded camps

2) Solo roamer deterrents. That solo thief / mesmer / ele is going to walk right on by a camp when they see an 82 zealot in it

3) Actual defense. Zealots and cabalists hurt like hell. In a close fight, having the guards re-pop will typically allow you to clutch a victory with the added firepower you get.

If your camps are getting hit by 10+ though, then yes, it won’t matter.

Tsarazi – 80 Asuran Mesmer [DERP]
Maguuma

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Posted by: Jayne.9251

Jayne.9251

One person can actually flip a supply camp. Just sayin’ …

Edit: Let me amend this .. one person can flip an unguarded supply camp … having just that one extra non-NPC body there can sometimes mean the difference between changing its colour and having it remain.

L’enfer, c’est les autres

(edited by Jayne.9251)

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Posted by: raenen.5807

raenen.5807

The problem is most people see supply camps as karma farms. Letting them flip just means you can come back in a few minutes take them back and gain more karma. Swap maps and keep it going. Its the pve nature of camps thats hurts them. Probably would be counter productive but putting DR on camp karma farming would stop that along with better rewards to defending them.