Oct 19, 2010, 05:30 PM // 17:30
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#21
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Furnace Stoker
Join Date: Jun 2006
Location: Minnesota
Guild: Black Widows of Death
Profession: W/Mo
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/ unstuck would work for me any NPC character stuck within my AOE range is unstuck when I type the command. If you notice the Kurz warriors outside the gate get a funky stuck issue as well, but not even close to how bad the turtles are.
Turtles damage and skills are fine its the player that figured the map out and where to stop the turtle dead in its track.
Please fix it it is so annoying
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Oct 22, 2010, 04:15 AM // 04:15
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#22
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Ascalonian Squire
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actualy the juggernaut wich u say its useless gives ppl around it 1 pip of energy and its the only thing capable of give the turtle a kd and its 5 secs kd.
and theres one thing more frustrating then the turtle bug...is to know anet will never fix it.
just forget about it and play nothing else we can do about it.
if they wanted they would have fixed it already.
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Oct 22, 2010, 06:53 AM // 06:53
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#23
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Frost Gate Guardian
Join Date: Sep 2009
Guild: Avalons Wraiths
Profession: R/Rt
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Quote:
1 pip of energy and its the only thing capable of give the turtle a kd and its 5 secs kd.
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instead of what?, actually killing something?
the juggernaut is only there for show.
and is it the juggernaut that is op with being able to knockdown turtle or is it the turtle that is imune to knockdown?
the juggernaut is probably the slowest thing on earth, way slower than the 5 ton turtle. and it haven't got what the turtle got: range.
So we got 1 slow moving melee unit with a 2 adren 15 sec recharge 5 sec knockdown, that doesn't to be fair deal that much of damage considering its attack speed and the fact that someone with iron mist or mind freeze could nearly outrun them (and as they are melee someone could even take blind, but the fact that the juggernaut is no threat and that melees sucks in fa anyway makes most players skip it) the only purpose of the juggernaut is the large armor and hp making it resilent IF it has a bonder/healer babysitting it. and yes we can replace it, but not as easy as the turtle since the juggernaut is the last to fall, and then you got to have a amber camper inside that is ready to repair the gate 1 sec after it broke so that the luxons don't swarm in making it impossible to repair.
And if it locks on a target it will mostly get stuck by the stair being held in place by a person that body blocks it easily against the stair without being attacked by it since it still wants to follow the original target (resulting in it standing still without doing anything and getting eaten by nukes.
heck it wont even attack melees sometimes
and ok yea if you stand adjacent to the juggernaut (who is constantly under attack so its not a good place to stand in) you gain 1 energy every three seconds..
that vs two resilient nukers with passive damage reduction of 24 (and they are rangers if i'm correct) with nukes that blows the crap out of whatever it hits (380 dmg on casters aoe (after armor modifiers) i think since they ----ed up the skill not making it "Skill. Enemies within the blast area take 80 damage. Target foe takes 250 damage and loose an enchantment." but instead: "Skill. Enemies within the blast area take 250+80 damage and loose 1 enchantment.) + everyone else in cantha + if you were on a sunny beach in kryta and broke a toenail from the sonic bomb in aspenwood you would still loose a enchantement (there goes eles... and everyone else with enchantment recharge over 10 seconds) and has 10 sec recharge, virtually uninterruptable and could reach over from soviet russia to usa during the cold war + a knockdown with spamabillity and 100 dmg if a melee tries to attack it (if he isn't ganked to death by the 4 super AI luxon wammos that spam spam coward flawlessly making them impossible to flee from (and using healsig making them resilient for an npc.) surely they can be stalled and that is the only weakness i know of.
it comes up to that its still pvp, if barely.
Last edited by miriforst; Oct 22, 2010 at 07:07 AM // 07:07..
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Oct 22, 2010, 08:19 PM // 20:19
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#24
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Academy Page
Join Date: Jun 2007
Guild: TIGI
Profession: R/Mo
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Quote:
Originally Posted by upier
The best way of making the map more playable for the Luxon is to heavily weaken the Luxon AI. I am thinking the most efficient way would be to just remove the turtle and the warriors.
That in turn DEMANDS a rebalance of the map and that is what you REALLY want.
You aren't losing as a Luxon because your turtle is stuck.
You are losing as a Luxon because you are not supposed to win.
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Finally some1 who agrees with me ty mr guy with bearded men for his avatar
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Oct 24, 2010, 07:23 PM // 19:23
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#25
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Jungle Guide
Join Date: May 2005
Location: Finland
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I love warrior tanking strategy in kurzick side where I rush middle of map outside fortress and stop both turtles before the other turtle is on the bridge.
This will force luxon players to attack me instead going for amber runners. Usually can take lots of damage from several players and stall them at least minute. One player can't harm luxon side more than that.
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Oct 29, 2010, 05:32 AM // 05:32
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#26
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Wilds Pathfinder
Join Date: Mar 2009
Guild: FILA
Profession: P/
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Lord forbid that someone uses...gasp..wait for it...strategy in Fort Aspenwood.
It's hard enough to think someone can create a build that can stand up to the turtle's uber cannon and the shock squad of hammers that accompanies each one, but even if they do; it should be a relatively simple thing for luxon players to take him or her out.
I mean, if I am playing FA and I see a build on the luxon side that is just chewing us up and spitting us out; I'm going to figure out how to counter that and play that build. Just like a few AB weekends ago when I was noticing that every luxon team had at least one MM. Run as an MM with some Verata skills to piss them off.
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