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Old Aug 09, 2008, 09:41 PM // 21:41   #21
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As people before me stated , the point of those fort maps that the attacker has a hard time.
/not signed
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Old Aug 09, 2008, 09:56 PM // 21:56   #22
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If you are in their base why aren't you capping and holding the juicy shrines in there? Its one of the most desirable spots in the map and you want to throw it away? One balanced team in there + shrine advantage can easily hold out against another 4 person team, and more likely you won't face a real team but 1-2 players constantly zerging you and giving points. If the other team actually groups together to take the shrines from you then you can die with the satisfaction that they were forced to mob just to take their own base back while the rest of the map is left relatively undefended. Either way you should be winning if you can make them fight for their own shrines.
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Old Aug 10, 2008, 12:49 AM // 00:49   #23
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After some more research and what has been posted in this thread canyon is bugged so teleports dont work there for the attacking team but they do work for the attacking team on ancestral. Its clearly stupid to give luxons an advantage like that, no reason not to fix the bug. The defending team has a huge advantage with or with out the opposing team to be able to get out.
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Old Aug 10, 2008, 01:11 AM // 01:11   #24
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...Today I was playing(im kurz) and we were winning at first(probably due to mob kills...) Then a minute later we were suddenly down by 70+...some luxon blurted out "lulz i love trapping kurz inside fortress"...
So yea, fix this shit b/c it sux monkey balls.
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Old Aug 10, 2008, 11:38 AM // 11:38   #25
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Quote:
Originally Posted by illidan009
...Today I was playing(im kurz) and we were winning at first(probably due to mob kills...) Then a minute later we were suddenly down by 70+...some luxon blurted out "lulz i love trapping kurz inside fortress"...
So yea, fix this shit b/c it sux monkey balls.
Probably only 1 group ( or only 2-3 players ) entered the fortress and got smoked , they had it coming . It's a fort map , their last stronghold , do you expect it to be a walk in the park . I got trapped once , but luckilly we were 2 full groups so the luxons were those who were trapped ( well those who weren't smart enough to use teleporters ) in their own fortress.
But the teleporters need to be fixed.
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Old Aug 17, 2008, 11:11 AM // 11:11   #26
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Two thoughts: Enemy teleporters should NOT work for bad guys inside the good guys fort. Going into the enemy base should have it's risks: getting locked in is a big one. If there is a Bug, it's based on the teleporters letting the bad guys out, and if this is the case on AL, then it should be addressed.

Now, the failure of the gates to open for the bad guys from the inside is NOT a bug, it's the way they were designed. Getting inside and not getting trapped is a matter of tactics: Either you accept that you can get locked in with one door blown, or you take precautions and blow two or more doors before you go in.

My team got locked in a fort once. We're smarter now.
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Old Aug 17, 2008, 12:38 PM // 12:38   #27
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I was at the Luxon fort map the other day and I got stuck IN the door. (It closed in the moment I was in the passing through.)
I had to wait for my team to open the door again so that I could move forward.

So, I'd say to fix the bugs first BEFORE thinking of changing the rules.



Edit:
Getting stuck "into" the door doesn't make sense.
"In" the door makes more.

Last edited by upier; Aug 17, 2008 at 06:25 PM // 18:25..
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Old Aug 17, 2008, 05:54 PM // 17:54   #28
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Bad enough player to not figure out suicide = bad player.

We shouldn't be giving bad players free tickets out, we should let them figure it out.

/notsigned
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Old Aug 18, 2008, 01:47 PM // 13:47   #29
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Quote:
Originally Posted by Charlotte the Harlot
Currently on the deep luxon and kurzick maps if the attacking team is in the base and the gates get repaired while their inside theres no way to get out aside from waiting for the enemy to open the gate or waiting for a team mate to blow it open. My suggestion is to let the attacking team either operate the gate lock from inside or be able to use the teleporers on the walls, the other 2 teams are not normally reliable enough to break you out.
Every time I attack Kurzicks' fort (I'm playing Luxon side) I escape from fort by using Kurzicks' teleports - they ALWAYS worked for me. So I see no point in this post.
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Old Aug 18, 2008, 01:52 PM // 13:52   #30
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If they simply fix the teleporter in Kanaai, I think that the forts work fine. If you get trapped inside, you should expect some deaths (it's part of the risk/reward)...but at least a mad dash to the teleporter should be able to save your butt.
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Old Aug 18, 2008, 02:06 PM // 14:06   #31
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Quote:
Originally Posted by Rafal
Every time I attack Kurzicks' fort (I'm playing Luxon side) I escape from fort by using Kurzicks' teleports - they ALWAYS worked for me. So I see no point in this post.
I believe that that teleporter is bugged, and the other teleporter operates as normal. Either that or vice versa, but since it's a bug on that side I'm not going to sign.
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Old Aug 18, 2008, 02:42 PM // 14:42   #32
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If you get locked in the base just take your anger out on the Base Defender. He'll set you free.
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