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Old Sep 11, 2009, 10:33 PM // 22:33   #1
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Default Have You Ever Tried..?

I'm wondering, but has anyone ever tried on Fort Aspenwood running 8 on one side, and 0 on the other? Blitzing the orange, significantly less defended side, or in turn blitzing the almost always 100% defended/busy purple side with all eight players?

I'm always interested in this because people are always demanding 4-4 layout, yet the Kurzick defenders NEVER go 4-4 but rather usually go 6-2 or 8-0 or something else heavily lopsided to the purple side.

And why is that? Is the purple mine closer or what?
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Old Sep 11, 2009, 10:58 PM // 22:58   #2
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It's FA, you will NEVER get a team organized...
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Old Sep 11, 2009, 11:03 PM // 23:03   #3
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Hahaha lol agree ^^. But that doesnt make sense either cuz we get less faction. Faction is dependent on how many independent gates you break during the game
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Old Sep 12, 2009, 02:02 AM // 02:02   #4
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Purple is prettier than orange lol. But seriously, I've encountered a group of Luxons who tried blitzing the purple side for the whole game, and we just all ran amber on orange with some defenders in purple... they rarely got past second gate.
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Old Sep 12, 2009, 07:27 AM // 07:27   #5
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Quote:
Originally Posted by JaeMi View Post
Purple is prettier than orange lol. But seriously, I've encountered a group of Luxons who tried blitzing the purple side for the whole game, and we just all ran amber on orange with some defenders in purple... they rarely got past second gate.
This, blitzing one side would only work if there was a huge swell of offense on the other side, and no monks on the kurz side. With amber running constantly on the side you're not blitzing, the gate you are blitzing will just be constantly repaired.
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Old Sep 12, 2009, 08:52 AM // 08:52   #6
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It still comes down to luck. Which side has more decent players, how many monks Kurz has etc.
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Old Sep 12, 2009, 06:19 PM // 18:19   #7
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I once was in a party with a 8-0 or 7-1 blitz on the orange side and it did work, we had both gates down by the time they capped the mine and were able to hit green at the same time the amber runners were comming in. They opened green, I was a warrior so i chased one in with a shadow step and started ganking the keepers so they wouldn't take amber, and while the monks were protecting them, green fell, the keepers dropped and gunther died soon after(a brilliant tactic only I ever seem to accomplish... every other luxon is a turtle humping wussy, me on the other hand, I know that when you hit the gate lock I have about 3-4 seconds to close to casting rage, death charge and get in green, where I can tank the wand bullets easily and rape the keepers at will). It was pretty freaking epic... like not even to 25% But most luxons are turtle humping noobs who let amber runners waltz around with impunity, wasting time camping at the inner gates with their thumbs up their butts pvping the defy pain tanks...

But yeah, I never get the 4-4 mentality ont he luxon side, if you're not going to try and defend purple in force, don't bothersending more then 1 or 2 ele to re-cap it after the first wave. Likewise, if the kurzicks actually pushed on both mines at the start, they could mess with the luxon offense and get extra amber, but they never do except for the occasional ranger sniper up on the parapet(except me, I usually try and gank the orange mine and can take it about half the time and get away with amber about half of those times on my own)...

Something I used to do on the luxon side, take a monk, with as much speed as you can cram on it, like dash>dark escape>dash and if you hit the ground running right out of the porter, you are able to run around behind the hill at purple, up behind the shrine and can drop bonds and prots on the longbows(the one place healing hands owns in pvp), prolonging their survival, 1 v 8. If you can get a "bodyguard" to run with you it works even better, and they'll get pinched up the rear by the seige turtle if someone sets it loose. But most luxon monks are turtle humping noobs...
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Old Sep 13, 2009, 12:53 AM // 00:53   #8
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Quote:
Originally Posted by ArlanKels View Post
I'm always interested in this because people are always demanding 4-4 layout, yet the Kurzick defenders NEVER go 4-4 but rather usually go 6-2 or 8-0 or something else heavily lopsided to the purple side.

And why is that? Is the purple mine closer or what?
It's an unspoken "rule" to go 8-0 purple. If you go 4-4, you lose a LOT of attack power on the mines, and with an 8-man rush to one side, any offense the Luxons try to mount against the mine push is much less likely to succeed. Whereas if the Kurzicks run 4-4, the Luxons have a pretty good shot on both mines if they 4-4 split as well, because the Kurz must then deal with an equal sized force, and taking out the NPC Longbowmen.

The ONLY time I EVER go orange on Kurz is if I'm running the W/Mo Turtle Staller.
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Old Sep 14, 2009, 05:21 PM // 17:21   #9
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It's the push itself that is important, whether it's lopsided and overwhelming or split groups entering at the same time. Following the 'turtles' is part of that. Attacks should be waves and will be more effective based on the size of the wave (or how it splits up the Kurzick defenders). This is all aside of having the right player classes/skills/builds etc. The comment made about lopsided pushes being stalled by amber is only relative to folks continuing to hold a mine and run amber. I personally find that most running stops after the first few attempts and resorts back to stopping the waves (granted it does happen but never enough in my opinon). Luxons should make it a point to hold both orange and purple mines since this is their foward spawn point and allows for quick re-enforcement of pushes.

The Kurzicks on the other hand seldomly look at that aspect of creating a 'staggered' push for the Luxons (through the control of the mines or more importantly the spawn points). It's often related to running amber or stalling or monking etc to play that side effectively. One solid method oten overlooked is to create a toon capable of capturing mines relatively quickly and aiming to take/retake the mines repeatly (this includes green) such that the Luxons; when respawning, are at the very back of the map. This ensures their return to fights are much longer reducing their re-enforcements and allowing the Kurzicks to deal with the remaining attackers. This also means that the Luxons are coming in smaller bite-sized waves (very seldom do folks regroup with turtles unless already there or wait around for others to collect). Keeping in mind that you respawn every handful of secs, so there's no reason you can't toss yourself at mines (or continuely run different patterns to get at other mines - goes for both sides really) to keep this up. It does also give another advantage that Luxons remain on the outside of the fort to re-take mines (or to stop you specifically) and allows you the odd chance to return with amber (gate repairs are; in escence, another means of staggering a push/seperating groups as well as slowing progress or re-enforcements etc.)

Now to keep with the OP, the several times I've run a Luxon lopsided push, it's usually been quite effective as long as the mine is taken and held on that same side (usually orange).

On the flip side, any time I've run a mine taking build for the Kurzicks, it's had a high success rate for returning wins.

yet again; i will reiterate, this is in exclusion of player classes, player skill or player builds etc. Those are factors you can't control but do play a significant role in the outcome of the match.
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