Oct 08, 2009, 03:05 AM // 03:05
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#2
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Imma Firin Mah Rojway!
Join Date: Aug 2008
Location: At the Mac Store laughing at people that walk out with anything.
Profession: E/Mo
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Very good, 5/5
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Oct 08, 2009, 03:48 AM // 03:48
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#3
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Forge Runner
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Really good stuff Moriz, thanks for posting! I subscribed a while ago.
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Oct 08, 2009, 06:46 AM // 06:46
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#4
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Furnace Stoker
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
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Needs more flash, bling, and killer Bull's Strikes.
5/5
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Oct 08, 2009, 06:49 AM // 06:49
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#5
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Wilds Pathfinder
Join Date: Aug 2006
Location: Europe
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I say well done!
First part is rather boring for a bit more experienced players since it mainly deals with map layout. However part two is interesting.
Now you only need to do Grenz Frontier too and we got all the AB maps covered (hehehe).
p.s. just curious: "How long did it take you to get this out there?"
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Oct 08, 2009, 07:09 AM // 07:09
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#6
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Wilds Pathfinder
Join Date: Jul 2008
Location: Sen'jin Village
Guild: The Infamous Cake Bandits [cake]
Profession: Mo/W
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The only problem is I doubt the people on this forum need something like this Need to start posting it around the AB outpost for PuGs to watch and learn how to lead properly, leading to higher quality AB games.
I know its a stretch but I'm an optimist
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Oct 08, 2009, 07:58 AM // 07:58
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#7
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Wilds Pathfinder
Join Date: Sep 2006
Location: WI
Profession: Mo/
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Quote:
Originally Posted by timebandit
Now you only need to do Grenz Frontier too and we got all the AB maps covered (hehehe).
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actually a couple days ago i saw saltspray :O it didn't last too long. plus i won 10 of 11 matches so it was very fast zcoin farming for me
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Oct 08, 2009, 01:12 PM // 13:12
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#8
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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Quote:
Originally Posted by timebandit
I say well done!
First part is rather boring for a bit more experienced players since it mainly deals with map layout. However part two is interesting.
Now you only need to do Grenz Frontier too and we got all the AB maps covered (hehehe).
p.s. just curious: "How long did it take you to get this out there?"
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you mean, how long did it take me to make this? well, i think about 2 hours. i have practically no experience commentating, so i had to do this in chunks and then piece it all together. then i ran into audio sync issues that took forever to fix.
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Oct 08, 2009, 01:19 PM // 13:19
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#9
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Academy Page
Join Date: Nov 2007
Guild: Demented Lair Dwellers
Profession: Me/Mo
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Good stuff. I think that the most common strategy the luxon side uses from the start on ancestral lands is that all teams go clockwise. NW team heads east, SW team heads north and east team heads down to the SE shrine then west. Whereas the kurzicks usually position themselves at all the gates, making all of the equipment shrines become contended right off the bat. It was interesting to see that there are other (perhaps more advantageous) ways to approach the start, for instance how the luxon fort team should go NE instead of SE, as common strategy dictates.
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Oct 08, 2009, 02:17 PM // 14:17
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#11
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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Quote:
Originally Posted by the ruloes
Good stuff. I think that the most common strategy the luxon side uses from the start on ancestral lands is that all teams go clockwise. NW team heads east, SW team heads north and east team heads down to the SE shrine then west. Whereas the kurzicks usually position themselves at all the gates, making all of the equipment shrines become contended right off the bat. It was interesting to see that there are other (perhaps more advantageous) ways to approach the start, for instance how the luxon fort team should go NE instead of SE, as common strategy dictates.
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the common luxon opening move is "everybody run clockwise!" which means the eastern group goes to the SE. as i mentioned in the video, that's a bad idea because they'll almost certainly run into a five man (maybe even six man, depending on if the group picked up both npcs) mob, and be forced into a fight that they cannot win. a much better opening is "everybody run counterclockwise!" i don't know why they don't do this... maybe it's because "clockwise" is easier to type in team chat.
kurzicks opening with the western gate is almost always a bad idea. they'll be forced to run around the platform to go up the staircase at the back, and be forced to take hits all along the way. not to mention, the staircase is a very narrow chokepoint and a single nuker with a bodyblock on the stairs will kill them all.
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Oct 08, 2009, 05:01 PM // 17:01
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#12
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Forge Runner
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Very nicely done, much better than text guides people have posted previously.
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Oct 08, 2009, 05:11 PM // 17:11
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#13
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Frost Gate Guardian
Join Date: Feb 2007
Location: Florida
Guild: Doing Work [DW]
Profession: R/Mo
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Good thing you did Ancestral Lands, it's the only map we get to play on other than Grenz. Unless it's ZQuest AB day....... but video was very well done. Now that people know tactics they should learn how to get a real build haha.
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Oct 08, 2009, 05:31 PM // 17:31
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#14
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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and video compression at work: that entire video (both parts) comes in at only 27mb.
btw which map should i do next? i'm thinking either grenz/etnaran or frozen isle.
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Oct 08, 2009, 06:05 PM // 18:05
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#15
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Frost Gate Guardian
Join Date: Feb 2007
Location: Florida
Guild: Doing Work [DW]
Profession: R/Mo
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Grenz wouldn't be a bad idea imho, it's the 2nd most played on map and people honestly don't know what to do! Frozen Isle... idk GvG really is quite dead atm... at least for Americans.
Really just 27mb... that's pretty crazy...
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Oct 09, 2009, 07:11 AM // 07:11
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#16
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Desert Nomad
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Quote:
Originally Posted by moriz
and video compression at work: that entire video (both parts) comes in at only 27mb.
btw which map should i do next? i'm thinking either grenz/etnaran or frozen isle.
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Lately just lands and grentz. Lands done. Grentz for the next. Unfortunately for playing the rest of them we need some event or zb quest
LE: It would be nice also to be sticky.
Last edited by dorin; Oct 09, 2009 at 10:57 AM // 10:57..
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Oct 09, 2009, 01:04 PM // 13:04
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#17
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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The videos are interesting, but they don't mention anything about capping the base, a crucial part for Luxons.
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Oct 09, 2009, 01:14 PM // 13:14
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#18
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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taking the castle should only be done after the outside shrines are taken care of. otherwise, the cost and time needed to storm inside and take those two shrines are not worth the effort.
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Oct 09, 2009, 08:07 PM // 20:07
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#19
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Quote:
Originally Posted by moriz
taking the castle should only be done after the outside shrines are taken care of. otherwise, the cost and time needed to storm inside and take those two shrines are not worth the effort.
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Totally disagree, they comprise part of the 4 closest shrines to the Luxon base requiring the least time wasted running. If the kurzicks are any good, or simply running around in a big clockwise mob as usual, then you are not going to get all the outside shrines capped first. The optimum strategy I have found it one group guard the bridge, one the base, and one the north/south equipment shrines. If you are on vent you can be more flexible eg. just leave on player guarding the bridge as a spotter, and the other 3 rush back when called.
Last edited by erk; Oct 09, 2009 at 08:17 PM // 20:17..
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Oct 09, 2009, 08:17 PM // 20:17
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#20
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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if the kurzick group really is "any good", they won't allow you to take those shrines inside the fort. they'll either wipe you as you try to push in, when you are dealing with the wall npcs, or just lock the gates after you and leave you in there.
taking the fort is an end-game situation when the kurzicks have already been beaten. the fort requires significant investment of time and resources better spent elsewhere.
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