Nov 07, 2008, 09:06 AM // 09:06
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#1
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Forge Runner
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Remove Kysten Shore from CB map rotation
CB = Costume Brawl
Kysten Shore = the map with 3 shrines
Reason: the map doesn't offer enough room to maneuveur. With only three shrines, it heavily prioritizes fighting, and the following cheese strategy. At the start of the game, you rush all five players into the Center shrine and stay there. Don't leave, let the other team cap the Energy and Battle Cry shrine. Now:
1. If the other team decides not to fight, you win because you capped the Center shrine first (you have the advantage in points over time). You gain as many points over time as they do but you capped the shrine first so you reach 20 first.
2. If the other team elects to fight, one of two things typically happens:
2a) Applies to most teams - they fight piecemeal and die one by one. Game over.
2b) Applies to very rare teams - they take the other two shrines and use the advantage there to overwhelm you. This only happens if the team is strong enough to win a 5v5 (you need good team synergy, even among the supposedly equalized CB builds) and if the players themselves are good enough to do this.
Most of the time 2b won't happen. This is, I must say, the only PvP map in which you can realistically /resign once you see what your opponents are doing (if they are rushing center) and their team composition. For example, if your team has 2 Rangers, 1 Derv, 1 Necro and 1 Ele and they have 2 Sins, 2 Rits and a Monk, and they rush center, it's pretty much over. On another map you can outmaneuver the other team, move around and cap and split and all that such that while the team composition matters, player skill is a lot more important. On Kysten Shore, you are forced to fight, and with the bars as they are there simply isn't enough room for skillful play.
Suggestion: remove Kysten Shore from play entirely, or add at least one more shrine such that the team that rushes Center cannot camp there.
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Nov 07, 2008, 10:25 AM // 10:25
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#2
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Banned
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i like that map its less abish then the rest. i think what they really need to do is get rid of HB and Replace it With CB or a very similar Sealed deck arena. and use the cb maps along with those from the cb. i think it would promote the build wars part of the game and help newbs learn the game.
/not signed
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Nov 07, 2008, 10:57 AM // 10:57
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#3
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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Thats funny, the few times ive been on that shrine, I find it better to split. Send a couple to battle cry, the rest to centre. However from what you have said, its basically pure luck based on the team composition. If you take centre you dont have the offensive boosts from the two side shrines, hence if you take centre shrine first and have the weaker team, youll get rolled trying to tank it there, then they have all the shrines and u get owned. However if you have the stronger team then there isnt a difference if you rush centre or not. Sounds to me like the larger problem is that team composition is too retarded.
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Nov 07, 2008, 11:19 AM // 11:19
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#4
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Frost Gate Guardian
Join Date: Aug 2008
Profession: N/
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Quote:
Originally Posted by Luminarus
Thats funny, the few times ive been on that shrine, I find it better to split. Send a couple to battle cry, the rest to centre. However from what you have said, its basically pure luck based on the team composition. If you take centre you dont have the offensive boosts from the two side shrines, hence if you take centre shrine first and have the weaker team, youll get rolled trying to tank it there, then they have all the shrines and u get owned. However if you have the stronger team then there isnt a difference if you rush centre or not. Sounds to me like the larger problem is that team composition is too retarded.
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Exactly this.
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Nov 07, 2008, 01:49 PM // 13:49
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#5
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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If a map is that bad that it should be considered to be removed, it should be considered for fixing/adjustment first.
I had proposed in the past of adding another shrine in the northwestern area. A switch like that would at least force some split thinking.
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Nov 07, 2008, 02:09 PM // 14:09
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#6
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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I'd say the best strategy for a coordinated team is:
- cap outer shrines
- regroup
- own the center
The trouble as mentioned is that this is random pairing, so coordination only happens for the sync teams. If people are going to be stupid and leeroy the center, then yeah holding that first makes good sense.
Last edited by FoxBat; Nov 07, 2008 at 02:11 PM // 14:11..
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Nov 07, 2008, 02:23 PM // 14:23
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#7
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Desert Nomad
Join Date: Jan 2007
Profession: R/
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Quote:
Originally Posted by Jeydra
I'm bad and this is how I win against other bad teams
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There, I fixed your post for you.
I'll agree that the maneuverability is really low though, IMO this could be fixed by placing another teleporter useable by both sides next to the energy and battle cry, leading to the same place as the ones in base on their side. The problem is that when you cap battle cry and your team is from the energy side you are basically RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed if you have to run back through middle to get to your team.
Last edited by The Meth; Nov 07, 2008 at 02:29 PM // 14:29..
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Nov 07, 2008, 02:27 PM // 14:27
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#8
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Krytan Explorer
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Quote:
Originally Posted by FoxBat
I'd say the best strategy for a coordinated team is:
- cap outer shrines
- regroup
- own the center
The trouble as mentioned is that this is random pairing, so coordination only happens for the sync teams. If people are going to be stupid and leeroy the center, then yeah holding that first makes good sense.
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You can achieve the coordination without syncing, got 7 and 20 win streaks yesterday partly by getting my team to cap the outer shrines first then regroup on this map.
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