double fortified and new builds please
Have you been under Sup AC fire yet ? metro shower ? oh wait..you talking about empty tower !!
A dolly can PVD that.
Have you been under Sup AC fire yet ? metro shower ? oh wait..you talking about empty tower !!
A dolly can PVD that.
I think what he is referencing is that 4 sup rams can cut through a T3 tower in less than 1 min. By the time someone notices a tower is under attack it is gone.
IMO Tier 1 through Tier 3 should upgrade both walls and doors at each upgrade level and a T3 would be significantly stronger than it is today. This would likely be relatively easy since the dev team wouldn’t have to change the graphics just tweak the HP of walls/doors at each tier.
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
Have you been under Sup AC fire yet ? metro shower ? oh wait..you talking about empty tower !!
A dolly can PVD that.
if a group cant take a tower due 2 or 3 sup carts means:
-the group is not used to play together
-1st time playing wvw
- group dont know how to caounter AC
- etc…
Idea is that guild claim tower and live there 24/7.
Seafarer’s Rest EotM grinch
Have you been under Sup AC fire yet ? metro shower ? oh wait..you talking about empty tower !!
A dolly can PVD that.
I think what he is referencing is that 4 sup rams can cut through a T3 tower in less than 1 min. By the time someone notices a tower is under attack it is gone.
You need scouts if you lose T3 towers quickly to sup rams. That’s a 20 man group running around with no eyes on them and a T3 tower with no eyes on it.
Fort Aspenwood
You need scouts if you lose T3 towers quickly to sup rams. That’s a 20 man group running around with no eyes on them and a T3 tower with no eyes on it.
This has happened to you as well as us. SBI is particularly adept at waiting for FA/HoD to lock horns then flip a secured tower. Not complaining about the tactic since it is currently valid, but a group should simply not be able to flip a tower that takes hours to upgrade in under 60s especially since there is practically no reward for defending and zero reward for scouting.
“Youre lips are movin and youre complaining about something thats wingeing.”
HoD certainly doesn’t defend like FA, SBI and YB. I think players on those servers had super arrow carts in their cribs.
If you think rams are op, the obvious solution would be to buff oil, and/or to nerf AOE on walls (especially around the oil). One player can stop rams, but only if they can survive on the oil.
Have you been under Sup AC fire yet ? metro shower ? oh wait..you talking about empty tower !!
A dolly can PVD that.
2 words, Iron hide
“…let us eat and drink, for tomorrow we shall die;.”
If you think rams are op, the obvious solution would be to buff oil, and/or to nerf AOE on walls (especially around the oil). One player can stop rams, but only if they can survive on the oil.
I would point out again that superior siege with masters on them go through T3 doors in seconds…. not minutes, seconds. By the time a player ports, runs to XYZ tower, the door is already down. Disciplined groups do this without ever popping orange swords.
Besides golems go through them from a distance making oil useless. The only defense is to keep lookouts everywhere 24×7... which very few servers can do and none that I have fought against.
“Youre lips are movin and youre complaining about something thats wingeing.”
When you have scouts on a tower that calls commander at other side of map while keep is contested, the commander will be always to late to save the tower. When he needs to walk from spawn and if he isnt in combat it will take 2 or 3 minutes before he gets to the tower.
Agreed. The amount effort to upgrade a tower is disproportionate to the amount of effort to capture it.
Space Marine Z [GLTY]
Have you been under Sup AC fire yet ? metro shower ? oh wait..you talking about empty tower !!
A dolly can PVD that.
2 words, Iron hide
1 word, Trebuchet.
Seriously, leave some scouts around. You dont need an army in every keep or tower, but someone is helpfull.
have him man the Treb that blasts through the door and kills rams in 3 hits and your golden.
Make objectives too slow/hard to flip and the PvErs go away, leaving WvW with 1/5 of its current numbers.
Sad but true.
As I wrote Before limit how much damage you can do on a gate/wall, fastest on Paper=60sec, Reinforced=120sec, Fortify=180sec, and if that is 3rams/cat/Treb or 10rams/Cat/Treb that is up to Arenanet.
No its to hard to take def T3 tower as it is…
No its to hard to take def T3 tower as it is…
Only if u are outnumbered and theres a ton of siege on the T3 keep….
If you think rams are op, the obvious solution would be to buff oil, and/or to nerf AOE on walls (especially around the oil). One player can stop rams, but only if they can survive on the oil.
I would point out again that superior siege with masters on them go through T3 doors in seconds…. not minutes, seconds. By the time a player ports, runs to XYZ tower, the door is already down. Disciplined groups do this without ever popping orange swords.
Besides golems go through them from a distance making oil useless. The only defense is to keep lookouts everywhere 24×7... which very few servers can do and none that I have fought against.
Assuming you have a scout in the tower already, a player on oil can often stop rams even being built. The difficulty is staying on oil, because even 5 people with AOE can make sitting on oil impossible.
Omega golems are another story completely.