[VoTF] www.votf.net
Score Update with my new celestial color scheme and ascended gear(yes finally)
Oh yes, I thought it was you I fought on the NE road trying to kill my yak. I was the asuran mesmer. Good duel.
/bow
[VoTF] www.votf.net
FA oceanics and SEA backcapping TC is frustrating but its smart play on their end I guess. If I was in their shoes I would avoid messing with JQ SEA too much as well. This week is definately great practice for our SEA, trying to outmaneuver against JQ SEA’s brute-force while still trying to quell FA’s oceanics backcapping is quite a challenge.
[VoTF] www.votf.net
I have noticed two distinct play-style differences between JQ and TC. TC’s NA plays like JQ’s SEA and JQ’s NA plays like TC’s SEA.
Since we are a NA heavy server used to many weeks of stomping we play a slightly inefficient one-commander map blobbing system quite a lot. There are days when we do run two separate guild groups with a few havoc squads as support but that is not the norm. JQ NA being a SEA heavy server does just that, I am assuming after weeks of facing the superior numbers from BG and especially SoR during NA you guys who are left (non fairweather) play a real smart, outmobilizing PPT game relying on coordinating medium sized guild groups and lots of havoc squads.
Our SEA for the longest time played similar to your NA JQ, we are not quite up to your level yet because we have not gone through months of intense training at the hands of BG and SoR but we are working towards it. Its the only way we will be able to counter your giant SEA presence, by making sure two guild groups coordinate really well in the open field, as well akittenting multiple targets simultaneously, outmobilizing your ATM’s and GE’s etc.
I also think TC is a bit unfortunate to be missing a few of our key commanders (Chuu Chuu from RE and Nightlight from CERN) during this matchup; combine this with the fact that we have gone through months of boring matchups that have lead to an increase in laziness, complacency and general rust. We need a matchup or two to shake that off. I think we will definitely have a better showing against JQ if we had the opportunity to face you guys a couple more times so that we can learn, adapt and evolve.
[VoTF] www.votf.net
Is there a public holiday or something in Australia? I barely saw any FA Oceanics online today. Maybe I wasn’t in the same area etc but I only saw DPS guild in the last hour or so @ TCBL. Its a bit rough trying to fight JQ SEA 1v1.
[VoTF] www.votf.net
On reset night? Should be even numbers for the early part at least, everyone should have Q’s
[VoTF] www.votf.net
This has probably been bought up many times before in various forms but I wanted to get this suggestion off my chest as I feel that on the whole it is a lot less demanding for the developers than some of the larger requests to fix WvWvW. I think if such a change is implemented it would be stage one of making WvWvW a more organized environment and to a certain extent less zergy if utilized properly.
When a commander decides to pop their tag they get three options; Public, Guild and Party.
PUBLIC COMMANDER TAG
A public commander tag would be typically utilized by the map commander, militia commander or mixed group commander. This tag is viewable by anyone on the map. Anyone who opens up their map, whether they be militia or players from other guilds can see this tag. There should be no color changes / image changes for the public commander tag. It should stay as the current default blue dorito icon. Diversity in this tag would lead to a lot of confusion for the masses.
GUILD COMMANDER TAG
A guild commander tag would be gold/brown in color and have the guild TAG over them. This icon can only be viewed by OTHER COMMANDERS as well as your fellow guildies on the map. This allows for the militia commander to easily keep track of friendly guild groups and coordinate with them easier. It also gives the option for the guild groups (that currently use ctrl+T) to run by themselves but still avoid attracting the masses.
There should be no color or image changes for this icon either but it should definitely have the tag on display to differentiate between the various guilds. Here is a quick sample of such an ICON.
http://i.imgur.com/QgzXr0N.jpg
If the tag being displayed above the icon could lead to making the map extra cluttered, I would recommend instead to display the guild when you hover over the icon. For .e.g currently it shows up as Commander Theongreyjoy but for the guild tag it would simply show up as [ZN]Theongreyjoy when another commander hovers over the icon.
PARTY COMMANDER TAG
Again people might ask why does a 5 man group need a commander tag. The primary benefit of this is not for the five map party but for the main commander on the map trying to delegate tasks among various parties. This especially applies very much so to home borderland maps where lot of tasks have to be done by various individuals and parties to keep a smoothly functioning map. Zerging is often detrimental in this map. Having party tags will improve the macro-managing skills of the main commander. He/She can keep track of any experienced havoc squads and experienced camp flipping parties simply by opening their map. Instead of the commander always having to ask “Whose that at Lake tower? Is that us or server Y?” he can simply pop his tag and see that a havoc group is behind enemy lines trying to ninja that tower.
The only restriction should be that the party commander option is only allowed if the party is full at five members. Otherwise there is the potential of many people running their tags aimlessly with just one or two other people in their party. This would also encourage people to party more and work together.
The party commander tag should have a little bit more variety since parties often consist of members from various guilds etc it wouldn’t make that much sense to treat them like guild commander tags. I would suggest to have a completely separate icon as compared to the guild and blue Dorito.
CONCLUSION
Providng the commanders and the guilds tools to delegate easier in the form of diverse commander tags should over time lead to less dependency on the single blue dorito and therefore less zerging and blobbing. I expect initially people to actually be inefficient if/when this feature is implemented like any video game community to go crazy trying out the various tags and actually not helping the main commander at all.
However, when the ‘newness’ of such a feature is done quite a few servers will start applying them properly; for better macro-organization, better inter guild coordination, better party delegation which should lead to less zerging/blobbing meta.
[VoTF] www.votf.net
[quote=2438388;Chris.3290:
TC has the numbers, they have the skills. They just need to have their strategies in place and greater discipline in the ranks.
[/quote]
I agree with this statement for our NA. Our NA definitely has the open field skill and numbers to compete in T1; what we need to work on and are working towards is better inter-guild coordination; more havoc squads; better overall strategies. Its a slow process though but the good thing about TC is we talk it out and everyone is open towards improving the server.
Our SEA is slightly different, I think the four guilds we have on SEA have amazing inter-guild coordination and chemistry, they also have good havoc squads supporting them, what they need to work on is probably a better overall macro plan and we need a lot more numbers to compete with T1.
[VoTF] www.votf.net
This was awesome, keep making more !
It would be nice if you could get a co-commentator who does maybe more of a analyst kind of role for each video as well.
[VoTF] www.votf.net
Niim you still around? I haven’t seen AoN recently.
Yep, still playing, but I play a lot less, decided to enjoy summer
AoN took a break when the summer started, might start playing when folks free up again but hard to say. The game hasn’t exactly improved in the areas that would be important to us.
You still playing?
Yeah but I mostly just run havoc squads now. Zerging got boring once we crossed the constant 40+ threshold.
Who would have thought?
Don’t get me wrong I am not completely anti-zerging, I am against map-blobbing as I think its an inefficient use of resources and plays the PPT game poorly. I am cool with multiple 30-35 guild groups or zergs workin together to give the illusion of a map blob but I do not enjoy one tag per map blobbing the whole Q.
xD
[VoTF] www.votf.net
Niim you still around? I haven’t seen AoN recently.
Yep, still playing, but I play a lot less, decided to enjoy summer
AoN took a break when the summer started, might start playing when folks free up again but hard to say. The game hasn’t exactly improved in the areas that would be important to us.
You still playing?
Yeah but I mostly just run havoc squads now. Zerging got boring once we crossed the constant 40+ threshold.
[VoTF] www.votf.net
Don’t bother with Corey hes got a chip on his shoulder because his horribad mesmer is carried by Pickle xD
[VoTF] www.votf.net
Niim you still around? I haven’t seen AoN recently.
[VoTF] www.votf.net
While I’m in favor of aoe not being capped, just imagine what retaliation would do to you though. If I was to grenade a gigantic zerg of 50 players, one grenade barrage could be doing anywhere up to 400 hits. Now let’s say we’re in a perfect world and 1) this doesn’t break my computer and 2) GW2 servers can actually handle this. I would instantly drop dead to retaliation anyway.
It doesn’t matter if you remove the aoe cap right now, because due to retaliation’s mechanics, the bigger zerg gets a ridiculous amount of free damage that is completely unavoidable if you plan on actually killing them.
Ever played a glamour mesmer? It didn’t have an AOE cap and retaliation did hurt but its not as crazy as you make it out to be. I did get downed a few times dropping it on a blob outside a keep gate etc but I was already damaged when that happened.
I am all for removing the AOE Cap or if thats not possible increasing it from 5 to say 10-15 or something. I understand zerging is important and so is blobbing in the higher tiers and up to 30-35 people I feel there is still value given to class builds, chemistry, group composition, tactics, individual skill once we start crossing that threshold the zerg starts relying solely on the skill of the commander exclusively and his core support group of players (2 to 3 players), when mapblobs occur composition, chemistry etc go out the window.
[VoTF] www.votf.net
(edited by Lanimal.6541)
Holy Pickle vs Tsasrzi who won?
I am interested because I have been on the losing end of dueling both of you after some very intense entertaining duels so would be really interested who won between you guys.
Playing a mesmer myself I would think Pickle won but then I remember him saying one time that conditions werent his best friend and Tsarszi runs a condi build soo…..
[VoTF] www.votf.net
(edited by Lanimal.6541)
I am not in T1 but to me it mostly seems like SoR has the benefit of having more east-coast NA / early NA players & commanders that overlap with their late european presence that gives them the advantage in the matchup. Doesn’t look like European coverage on its own (although they probably have more guilds in EU as well).
[VoTF] www.votf.net
That is not zoom hack, that is a very normal procedure to take out siege in front of lord room. You need to build your AC’s at the bottom of the first set of stairs or on the right of the stairs (in lord room) both can still AC outside but cant be countered easily.
[VoTF] www.votf.net
Are you in a guild that gvgs or is this theorycrafting based on youtube videos?
I was in Pink and ‘learnt’ most of the open field combat initially there. I am in ZN but due to timezone differences havent been able to GvG with them yet. As a mesmer though I was a ringer for CERN, xTYR and AWE in some of their GvG’s.
My theorycrating is a mixture of my in-game experience, talking with some top european GvG experts on a daily basis and my 8-10 year extensive experience playing as in-game leader in sponsored counter-strike teams across three continents where I won quite a few LANs and have probably around 100-150 LAN tournament experiences under my belt. I think thats a pretty good starting point to theory-craft from wouldn’t you say so? xD
[VoTF] www.votf.net
Just wanted to clarify some things regarding TC, no we do not have a massive ‘warchest’ and we do not consistently buy guilds. We convince them to choose us for many reasons other than transfer assistance. Do we help guilds who have decided to transfer to us? Certainly we do because we understand how important it is for the transfer process to be immediate for the health of their guild and playerbase.
The gold that goes into helping guilds transfers is completely voluntary and community driven effort and often we are unable to even cover 5-10% of the total gold that is required for the guild to transfer. So in the end they do pay for most of it out of their own pocket.
People come to us because we are very straightforward and honest with our recruitment. We give intelligent responses to their questions and have a back and forth conversation that builds rapport with the guild that is interested, we dont just try to drown them in facts and figures, we use extensive examples in most of our answers. All in all we are just better at conversing in those meetings.
Some of the reasons guilds have chosen us are things like
- Community
- Stability
- Maturity
- Cooperative environment
- Attention to PPT/Meta
- Focus on training and growth on a weekly basis
- Pro-militia
But most of all we listen to the motivations of the guild interested in transferring and address those motivations and any concerns they have as honestly as possible. Also we have said NO to a LOT OF GUILDS because we believed they were not needed (NA) or woudn’t fit the TC environment (history of bandwagoning etc).
[VoTF] www.votf.net
There is room for berserker in GvG, ample room for it. Specially for the ranged class (main output of DPS). It just means that the ranged players themselves cant play like robotic followers but instead become good at predicting and reading the enemies movements and adjusting on the fly and surviving.
Actually if you pay attention to some of the ranged builds that RG use they are quite glassy. In fact I would say more than anything else other than a few frontline players in RG (commander etc) who go full tank a lot of them actually run very balanced mixed builds. Mixing things like 2 berserks + 2 knights + 2 soldiers/valkyries etc. They hardly go for a full PTV set or anything.
I think with the increased CC and more ways to strip stability added to mesmers, necros as well as the inclusion of torment the meta is going to evolve away from hammer trains in time and its time to start getting creative with that. Previously it was the most effective because of the inability to split/scatter the frontline effectively without sacrificing DPS. Now? Frontline meet Chaotic Interruption & Spectral Wall. Chaotic Interruption & Spectral Wall meet Frontline
[VoTF] www.votf.net
(edited by Lanimal.6541)
If that can be executed on paper it would be brilliant but I just don’t see a frontline being able to have a mind of their own without the primary commander leading them from within.
its no secret that it’s what dorp does. as a frontline for them, i basically just do what i want. no one touches me even if i go balls deep into CERN/EP’s backline. so i’m free to stun everyone constantly and never go down.
point is, you dont need a hammer train to win.
also helps being the saddest priest in all of tyria.
I havent played NA prime much this week outside of reset and my only experience of DORP is fighting your roamers and dueling your god-king mesmer. I also haven’t seen any GvG videos of you guys so I cant say how organized and effective your frontline is with a ranged commander.
As a idea though has anyone tried sanctuary turtling? Stacking tight under guardian sanctuary while using wells / null fields / pulls and hammer shocks to strip the enemies stability around the stack? Sounds stupid and probably tough to execute but would be funny to see if it actually works
[VoTF] www.votf.net
If that can be executed on paper it would be brilliant but I just don’t see a frontline being able to have a mind of their own without the primary commander leading them from within.
[VoTF] www.votf.net
In terms of GvG’s. If you look at the top GvG outfits (mostly european) there is one thing that stands out. Obviously they master split-second decision making, good movement and solid build and composition chemistry but that is just one part of the puzzle.
I think what separates the good GvG guilds from the best is the skill of their ranged players. Guilds like RG and VOTF have exceptional ranged elementalists, mesmers etc. The reason I say this is because the frontline which also requires skill has the benefit of being fed most of their instructions by the commander as he/she is also part of the frontline. They do have to take initiative themselves in the sense of dodging correctly and utilizing what is required of them whether that is CC, book heals or wells.
However, ranged players to a large extent have to think for themselves in the GvG environment. The commander will occasionally feed them instructions on dropping their veils, null fields, meteor showers etc but the majority of them have to move away from the icon be able to survive, burst down individual threats as well as be able to get back on the icon for the water fields or to share boons etc.
Therefore if you are a guild interested in mastering the GvG game mode you need to work on your ranged classes and compositions; as a commander you want to start figuring out ways to instruct those classes. Also as players they have to be of the level of the commander itself in predicting and reading the enemy movements as only then can they successfully operate on the peripherals but still be able to drop the necessary null-field or meteor shower on the enemy stacks.
They also have to build a separate layer of party chemistry and composition among the ranged classes as well where they can then begin mastering the art of focus fire based on ground targeting rather than using ctrl+t which is on the commander. This might mean coming up with a new set of terminology among the ranged that allows them to successfully target areas for maximum DPS.
Lastly communicate what YOU are doing as a ranged class, dont be a mute. Call out when you drop a null field, call out when you cc them or strip their stability, call out when you drop a timewarp, call out when you are rezzing or finishing etc. Its important to feed the commander and the frontline what you are doing more so than what the enemy is doing as this then allows your commander and frontline to make better decisions.
[VoTF] www.votf.net
Engineer, you are able to have a similar speed to most mesmers so you can stick with your friend and both have incredible utility, burst and CC. The other one would be a d/d elementalist.
[VoTF] www.votf.net
As a serious question:
I’m new to doing 1v1s, but want to improve at it. I run a D/D ele which I roam a bit in WvW with (I have about 100 hours in WvW on him). Where are the 1v1 duels going on? I’ve been behind the windmill on a couple borderlands and haven’t seen any of it going on this week so far.
Where are you guys meeting up?
If you see a D/D ele show up with Orange/Abyss Human T3 armor, that’s me, so be gentle. :-P
I don’t play a D/D ele but the many hours I have spent dueling a large chunk of them was spent dueling a top-notch d/d elementalist from BG. He was ranked top 40/30 in the sPVP leaderboards for a while. I notched up like around 200ish duels against the guy over the span of two matchups and the majority of them were epic duels even though I was in the losing end 80% of the time.
My mesmer doesn’t struggle against most d/d eles because the majority of them dont understand some key characteristics to d/d eles which is timing, pressure and distance. Here are the tips I can share with you from a mesmer POV facing a good d/d ele and what he taught me back then.
1- Count your opponents dodge rolls, check out if they are using the endurance regen food (which a lot of duelists use including myself) and get good at counting the enemies dodge rolls. A lot of skilled players do a good job setting internal timers for enemies big moves and predicting their heals and interrupting them, however, not many focus on trying to predict the endurance meter. Dodge roll is hands down the best ability in the game so you want to keep an idea on enemies endurance and pressure at the right times, you also want to lull them into making mistakes (double dodge rolling).
2- Closing Distance and Pressuring – Chill Aura / Chill is OP, especially in duels. A mesmer not running null field or arcane thievery often struggled against being able to cleanse the chill as consistently as say a Warrior or Guardian. Even so there is a certain level of mastery of understanding when and how to apply chill using pressure.
3. Please for the love of god dont open with RTL. Every time a d/d ele opens the duel with RTL, I grin a little inside. Its such a waste of an excellent ability. There are other ways to close the distance without wasting RTL. Point-blank instaneous knockbacks like Fire Grab (very hard to avoid) and point blank RTL are really difficult to deal with, especially if we don’t have a consistent source of stability.
4. Fake Churning Earths – Churning earths take a while to execute and can be interrupted avoided easily but what they are great at doing is causing an opponent to utilize a blink and/or double dodge roll. No one wants to get hit by that. Faking the churning earth, cancelling it and then pressuring the opponent after their endurance is zero is actually very effective.
Take my suggestions with a grain of salt as I have 0 hours on a d/d ele outside of sPVP but hopefully some other d/d ele practitioners can chime in to add to this discussion. I have not played d/d ele post patch so have no idea about how much has changed in terms of specific builds and traits but I would think these things still apply as they are more general tactical masteries than trait specific ones.
[VoTF] www.votf.net
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I’ll give you 40 gold if you beat me best 3 out of 5 in duels.
Good Fights, coudnt meet your challenge (2 out of 10?) Not used to that new torment build of yours but hey at least I was the first mesmer to get a few wins on that build of yours. Maybe allowed you to tweak it and make it better.
[VoTF] www.votf.net
Defence is fun. Ninja is fun. Havoc is fun. Dynamic Sentrying is fun. Macro is fun. Winning is also mostly fun against competitive opponents. This misconception that open-field is the only ‘fun’ aspect of WvWvW is exactly that; a gross misconception. All it takes is being curious about those aspects of WvWvW and applying yourself to master them.
Unless you are a guild whose capacity in open-field is close to or similar to european guilds such as Second Law, RG, VOTF & HB you cant classify yourself as being “good” at open-field. Its just as simple as that. There are only a few guilds from NA that even come close to the open-field meta that european guilds play at; those guilds would be TW and possibly AGG and even still due to the considerably larger size of their guilds they dont have the tight chemistry and strong core that the medium sized European guilds benefit from.
So Please stop tooting your own horns about being good at open-field when you are probably getting wiped more times to a map-completionist militia mixed group of TC’s and winning a few of those battles.
You want to be good at open-field, start enforcing builds, start dry running tactics 2-3 hours a day, working on specific terminology during communications, go around the map and break down each area into multiple small points and name each one in detail so that instead of moving from large general X area to large general Y area you are moving between exact points of contentions. Realize that most of the open-field in this matchup is probably going to happen in and around your keeps so focus on mastering those terrains and instead of coming up with kitten predictable on the fly tactics have pre-planned highly organized executable tactics for each possible scenario that can be thrown at you.
After you put in all that work and treat open field more like an e-sport, you can come back and say. “Yeah we are good at open field”
[VoTF] www.votf.net
Haha I love it when losing servers go on a crutch like ‘getting more bags or killing more in open field is really winning’. Sure whatever helps you guys sleep at night. Makes me wonder if these guys actually feel a sense of accomplishment by being mediocre to decent at open-field in this game? As if its difficult to master. The open field meta in this game is so easy to master its not even funny.
The true skill in this game is the macro and thats treating it like an RTS and managing your resources as efficiently as possible, those resources might be players, supply, guilds, militia, objectives but its the overall macro utilization of the four maps as best as possible. We have far superior coverage so we have more resources therefore there is no need for us to play an efficient resource utilization game against you guys so most of the time we will just serverblob with our map completionists and turn the maps blue.
When we face servers with competitive coverage to us we will blob less and utilize our resources better. Until then I am not going to apologize for our server being lazy and blobbing. If you guys want even numbered tests of ‘open-field’ just do some GvGs with a few TC guilds; quite a few of our guilds are working on that at the moment.
[VoTF] www.votf.net
After facing SoS 4/5 weeks since this random matchups have started I just want to say that for the most part their oceanics have impressed me for being a consistent presence in all the matchups. I purposely try to adjust my schedule to play during that timeslot since SoS is able to get the PPT lead for a few hours then and give great fights. Your open-field is decent but that aspect of the game is always easy to bring up a level or two; its not like this is a difficult game in terms of open-field meta.
What I am really impressed by is your willingness to play longer hours and play a smart overall meta game. Your map hopping 20-25 man groups are quite a nuisance at times which has been shown by how many times you have reset NE/NW towers and Garrison as well as StoneMist on us without us being able to respond. During that timeslot as well your smaller groups do a great job at escorting and protecting your supply routes and responding quickly to any ninja attempts in SOSBL.
Its a shame that you guys are losing guilds because with a few NA guilds that show the same characteristics as your oceanic you and FA would have an excellent matchup (similar coverage). There would be little ‘PVDOOR / Nightcap’ because both of your primes are Oceanic timezones and secondary prime is NA.
[VoTF] www.votf.net
This is actually a great idea, I really like it. Its three different game types (all crucial to WvW) working separately towards the total score. I am not sold on the PVE/Map complitionist idea though.
The key is going to be how is this system going to be scored. How are points awareded for the GvG map where numbers will vary. Would there be different leaderboards inside WvWvW for guilds and individual roaming parties? A TC party fighting another TC party and winning would lead to X?
I still think this is an idea worth investigating though or something along this path. For a long time I have thought that Arenanet should have an extra map whose focus is less on objectives and more on open-field to keep the GvG-ers happy.
[VoTF] www.votf.net
And what of us that enjoy our home on TC and want to face T1 servers as equals?
Then wait it out. Get to Tier 1.
I was only ever addressing the hypothetical solutions to balancing Tier 2. Bear in mind, even if TC gets to T1, whoever gets bumped down will cause the same problem in T2.
What remains true is that the least radical, most logical course of action for balancing T2 is for TC to disperse, that was all I was saying.
The competitive 6 servers is hopelessly optimistic, I’m afraid. What is in the realm of possibility is further detaching Tier 1 from Tier 2 and below by not having a “1.5” server. It will get stale for T1, but the system will favour gluing BG/JQ/SoR together, and keeping Tier 2/3 together. On the slim chance someone goes into T1, you’ll have a blowout for a week. But it’ll overall be more balanced than the 5 weeks of steamrolling T2 in TC’s current state.
BG made it into T1 due to other servers collapsing as well (SBI notably). Lets wait and see what SoR acquiring another EU guild does to BG and JQ’s stability first. I think the crux of most of your solution rests on your theory that SOR/BG/JQ although a balanced matchup will always stay balanced all three servers will stay this competitive.
Granted the current T1 probably has the three servers that are more stable than previous T1 servers but sooner or later its quite likely that one of the server folds and its probably not going to be SoR.
There is a very good chance of there being three T1 servers including TC, just need to wait it out. Servers collapsing in T2 and T1 previously allowed TC to rise from their previously stuck position of T 2.5 into T2. I am sure this similar scenario will occur again.
[VoTF] www.votf.net
I am so jelly of this matchup. Q.Q
[VoTF] www.votf.net
Or SoR/JQ/BG guilds dispersing into DB & FA. Similar solution two competitive tiers.
Or we can wait for one of the T1 servers to destabalize and TC to take their spot resulting in three T1 servers again.
There are many solutions including your very extreme solution.
This is a transitional phase, if the new matchup system was not in place the consequences would not be as drastic as they currently are. TC as a server has always grown slowly and steadily, we were a T3 for a while and then grew into a T2.5 server that resulted in lopsided matches for a few weeks, then we were the stomping ground for SOR/BG/Kaineng in T2. We slowly became a proper T2 contender and eventually a T1.5 server.
These transitional phases suck as they result in typically easy blowout matches, however the blowouts would not be so severe if we were still facing FA & DB and the matchup in some ways would be more enjoyable. Its just the new matchup system mathcing us up with t3/t4/t5 servers that is making it miserable.
Is it bad for a server like TC to constantly go through these weeks of transition where we are stuck inbetween tiers? Yeah but in the long run its better for the server because it results in more stability. Mass bandwagoning or capitalizing on other servers dying often result in instability as too many new faces get thrown into the mix too quickly.
[VoTF] www.votf.net
[VoTF] www.votf.net
We have one guild that is half oceanic / half european who fields around 15-20 people during EU primetime. The only times we have done well in EU timezones against good opposition is when these factors occur / are met :-
a) We have little to no resistance during SEA which allows our SEA crew to gain lots of PPT, make enemy keeps wooden and build up momentum which results in them playing longer hours.
b) Some of our key NA commanders decide to play in the early mornings and lead during EU or play overtime shifts and dont sleep and play 12-13 hours straight from NA to Oceanic to SEA to EU back to NA.
In the current matchup we have no opposition during SEA combining with the fact that Kaineng and FA have very low turnout this week. Hopefully that clarifies how our EU works.
Also most of the servers below T1 dont have much of an EU presence (DB and FA don’t), TC has lots of european militia more than most outside of T1 but we do not have much organized guild or commander presence during that timeslot (outside of EB, EB has a couple dedicated european commanders). The point of recruiting for European timeslot is to compete with the T1 NA servers who all boast decent European guilds and coverage.
TLDR; Yeah the above guy is speaking the truth about one thing, if you come to TC an the RNG gods roll poor matchups every week then you will mostly PVDOOR and it will be a snorefest. However, if our ratings stabilize at a close enough level to the three T1 servers and the RNG gods don’t completely mess it up (when ANET lowers the randomization variable) you will have consistent solid competition in the timeslot.
[VoTF] www.votf.net
kitten it only 8 people. I wanted to break my previous record of 15 people pulled to death while hiding around hills.
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I think there is less % of TC losing guilds / imploding than some of the current T1 servers. SoR is arguably the most stable server currently, I think way back when they lost one SEA guild to BG in T2. However both BG and in recent history JQ do not have as high a guild retention as TC does.
So realistically unless something drastic happens its probably in the best interest of DB/FA/SOS to face one of the other T1 servers who could have the potential to have more guild shifts down the tiers.
Also for the very same reason as mentioned above; to keep our server healthy and continue to retain our guilds we want to have our rating close enough to be matched up with more T1 servers down the line, even if that means getting stomped every week. There is a higher chance of guilds dying / bored / quitting / transferring in matches like the past two weeks TC has had than ones where we are getting stomped.
This will be my last post as i don’t want to detrack your recruitment thread i respect that but don’t say i didn’t warn ya TC is heading towards the viscious cycle of recruitment that the current t1 servers have, you guys have/had something nice going hate to see you wreck it.
Appreciate the concern and trust me when I say this that TC always has that in the forefront of our minds when actively recruiting or being approached by guilds. It might not be known but we have said NO to a LOT OF GUILDS because we didn’t think they would be the right fit going forward for the server or the community. We will continue to be careful in recruiting even if it means that takes us 6 months instead of 2 months to be able to truly compete with the T1 servers.
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I think there is less % of TC losing guilds / imploding than some of the current T1 servers. SoR is arguably the most stable server currently, I think way back when they lost one SEA guild to BG in T2. However both BG and in recent history JQ do not have as high a guild retention as TC does.
So realistically unless something drastic happens its probably in the best interest of DB/FA/SOS to face one of the other T1 servers who could have the potential to have more guild shifts down the tiers.
Also for the very same reason as mentioned above; to keep our server healthy and continue to retain our guilds we want to have our rating close enough to be matched up with more T1 servers down the line, even if that means getting stomped every week. There is a higher chance of guilds dying / bored / quitting / transferring in matches like the past two weeks TC has had than ones where we are getting stomped.
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not stomping servers hard enough?
Just looking towards the future when ratings get more stabalized. Also wouldn’t it be best for us to not sit in this awkward T1.5 position and constantly get poor matchups and stomp people due to superior coverage? I think its best for all if we maybe try to improve slightly and close the gap to T1 so that we can have competitive matchups; because we aren’t losing guilds or imploding anytime soon. Our solution to that is small havoc squads.
Also this thread to some capacity is to tell people that we are NOT recruiting any more medium/large guilds especially in NA. We do get a lot of interested guilds inquiring about the server so hopefully this thread will deter them from TC and make them choose potentially DB/FA/SoS if they are NA guilds.
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(edited by Lanimal.6541)
Tarnished Coast is currently a T 1.5 server in the sense other than DB and maybe FA we have the coverage and the organization to beat most other servers below T1, however we are not quite there to compete with the off-peak hours coverage that the three T1 servers provide. We still believe in sticking with our long term plan of stability and picking and choosing guilds and players that suit the zombie coast mentality!
Currently, we as a server have decided on a more grass-roots approach to improving our servers efficiency by trying to move away from serverblobbing to multiple 30-40 man zergs working along with 5-10 man havoc squads. Tarnished Coast as a server has a history of specializing in static sentry networks and defensive prioritization. However, in order to compete with T1 servers we need more 5-10 man Havoc Squads that are good at many aspects of the game including defence.
What we are looking for are small squads that understand a majority of WvWvW aspects listed below.
- Supply Starvation & Camp Flipping
- Supply Trap Trolling
- Dynamic Sentrying
- Softening Targets
- Zerg Kiting via superior sPVP skills
- Defensive Experts
- Ninjaing Objectives
- Understanding Macro and working with/off our main zerg(s)
Its a misconception that small scale combat does not exist in the higher tier matchups. It definitely exists but is just more difficult to execute and therefore ninjas have to be well planned out and timed to perfection. Simple things like flipping camps require an extra layer of constant contestation of structures and waypoints to keep the enemy sentry network stretched thin.
We are definitely working on creating and improving havoc squads organically but we could use a few more skilled 5-10 man squads to help teach some of our inexperienced zerglings by example. Here are a few examples of what initiatives we are trying to promote on the server:-
http://tcgw2.com/forums/viewtopic.php?id=988 ! Dynamic Sentrying Guide
http://tcgw2.com/forums/viewtopic.php?id=1091 ! 5 Staged Havoc Guide
You can get in touch with Lanimal.6541, Hickeroar.9734 as well as Commander Jadon, Garban Yahoo and Nightlight (character names) in game via whispers or via messages on these forums if you are interested in joining our awesome community.
We are currently not recruiting guilds (medium or large) for any timezone outside European. Havoc squads and smallish guilds that specialize in Havoc are welcome in all timezones.
Cheers,
Theongreyjoy
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(edited by Lanimal.6541)
I was there with the party, the ranger build an AC in front to clear the stuff on the plateau and we built one behind the tower to clear stuff on top of gate / behind gate. No zoom exploits needed.
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Hint: Peek behind the tower
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Any stream for this epic GvG thats happening?
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The ‘team’ in this game for NA is the server.
The ‘team’ in this game for EU is the guild you are part of.
Thats the main starting point for the rest of the above-mentioned differences.
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I did PM you when I saw your thread starter to build initial rapport and get talks started. However, reading more and more of your posts you would not be a good fit for TC and I am starting to believe that this thread essentially is just calculated trolling. In TC we have the luxury and the long term planning to say “no” to guilds we don’t want as we have done in the past when Kaineng imploded. There are a lot more potential guilds out there that would be better fits for our server and still help bridge the gap coverage wise between us and T1 servers.
Why I think this is calculated trolling?
- Poster history sympathises with server loyalists and promotes less server stacking
- Poster history indicates she/he prefers to play 10 man havoc style in-game therefore is probably against the zergyness meta of NA in high tiers.
- Poster history implies she was in NA server a month ago and most of her references (examples) in posts are of NA servers not EU ones therefore its hard for me to fathom that this individual went to EU and within the span of a month became the spokesperson of a 4 guild alliance consisting of exaggerated numbers.
Lastly like all calculated trolls their goal is to have maximum reach/impact with their trolling which is where she slipped, she basically listed all the timezones outside of NA prime which means she wants her trolling to reach out to nearly all potential servers and have maximum reach.
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TC is very protective of their waypoints, SoR made sure we didnt have many last week
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Most in JQ are fine with the turn of the tide. Some are taking a break and enjoying some PvE new content. The remaining in WvW are just making do with what numbers they have.
But with the numbers already on BG’s side, do some still need to resort to spying, deliberately sabotaging sieges and crapping on map chat?
Looks like a troll.
omg Smokee sighting!?
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Any update on the AGG vs TW GvG video. Want to see the epicness ty.
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Not going to lie, this made me rofl.
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Well i look at it this way. If ppl respec just for dueling then your not getting better or having fun as you said. Your trying to prove something. If a person cant run their reg WvW build tht they use each and everyday in a duel then whats the point to duel? We had a guild wait to see our grp comp, all logged on to the classes counters, took an extra 20mins to all respec just so they could beat us lol. Its a sad way of dueling. Dueling is fun sometimes, but the best fights happen in open field with your grp. If you cant beat some1 there and then. tough. Why waste time dueling!??
^^^^^^^But none of us changed our specs. Yawn. Thanks anyway.
Anyone can say tht. Better luck next time in the open field i guess. if you guys get us and own us i will gladly come on here and admit it.
Man. You talk so much for playing a 100swag warrior. A 100swag yeah…lol. Everytime I saw you out in the field you would miss your cc, try to bull rush miss your 100 swags cause I would blurred frenzy. Realize you aint beating my mesmer and then run away. Try it again 2-3 times afterwords by tracking me and keep missing the swags and running away.
Please dont pretend like you have any skill.
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