Aug 06, 2008, 07:12 AM // 07:12
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#141
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Desert Nomad
Join Date: Nov 2005
Location: www.mybearfriend.net
Guild: Servants of Fortuna [SoF]
Profession: E/
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When talking about strategy, I'm most concerned about the initial deployment of troops and opening play. If your team is actually thinking ahead then it is fair to assume that it's the strongest one of the three. The question then is, when taking this into account which starting position it should claim?
I'm proposing the middle route on Saltspray and shallow maps, just because of the greater variety of options available. Defending deep, the best team should probably start by rolling the bridge while the other two fight for the isolated side shrines. Since clockwise movement of attackers is to be anticipated, should the initial attack to the bridge start from the left teleporter (in which case you may be able to cap the entire bridge without seeing any enemies) or from the center gate which gives a somewhat better access but will more likely result to fighting over shrine control?
Concerning the possibility of multiple initial caps (Saltspray and middle route on shallow defending), what is the strongest option? All 4 cap the closest shrine, then move to the next one and hope to reach it before enemies? 1 stays back to cap the first one while 3 go directly to the next one? Or a 2-2 split? In Saltspray, middle route, should you start with the dragon shrine or join one of the side teams for a 2-to-1 powerplay and once that side is secured roll the middle?
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Aug 06, 2008, 08:53 AM // 08:53
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#142
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Quote:
Originally Posted by Bobby2
The downside is, of course, that PUGs will generally start to complain whether the build is:
- simply not cookie cutter
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When they don't recognise a good build, cookiecut or not, theyre bad.
Quote:
Originally Posted by Bobby2
- plain bad
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In this case they're right imho, when I ask for a ranger I want some shutdown, and no heal party and whatnot. My team will fall apart because we have to eat all the damage from spells that could normally be interrupted.
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Aug 06, 2008, 01:44 PM // 13:44
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#143
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Frost Gate Guardian
Join Date: Dec 2005
Location: California
Guild: My Guild Sucks [mGs]
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Quote:
Originally Posted by tmakinen
When talking about strategy, I'm most concerned about the initial deployment of troops and opening play. If your team is actually thinking ahead then it is fair to assume that it's the strongest one of the three. The question then is, when taking this into account which starting position it should claim?
I'm proposing the middle route on Saltspray and shallow maps, just because of the greater variety of options available. Defending deep, the best team should probably start by rolling the bridge while the other two fight for the isolated side shrines. Since clockwise movement of attackers is to be anticipated, should the initial attack to the bridge start from the left teleporter (in which case you may be able to cap the entire bridge without seeing any enemies) or from the center gate which gives a somewhat better access but will more likely result to fighting over shrine control?
Concerning the possibility of multiple initial caps (Saltspray and middle route on shallow defending), what is the strongest option? All 4 cap the closest shrine, then move to the next one and hope to reach it before enemies? 1 stays back to cap the first one while 3 go directly to the next one? Or a 2-2 split? In Saltspray, middle route, should you start with the dragon shrine or join one of the side teams for a 2-to-1 powerplay and once that side is secured roll the middle?
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Talking about Saltspray, you usually prefer the middle group rush one of the resurrect shrines, however when my group plays this map we usually pick the left or right side. In a good match, you hope to have two strong teams on your sides, holding their side with the middle group roaming. Of course the opponents can be unpredictable with where or if a mob forms.
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Aug 06, 2008, 03:23 PM // 15:23
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#144
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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Quote:
Originally Posted by AzNChicken
Talking Of course the opponents can be unpredictable with where or if a mob forms.
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This is one of the biggest problems with Saltspray...since both of the routes to the far ends of the map have to go directly by the bridge (i.e. within range of ranged attacks), it's very easy for players to get "picked off" by the mob as they try to make it to the other end to take advantage of the mob mentality.
I'm leaning towards mobbing being the *gasp* preferred strategy in Saltspray, unless everyone on your team has a speed boost (or one person on your team has a group speed boost) to avoid the mob.
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Aug 06, 2008, 03:48 PM // 15:48
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#145
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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saltspray is simply too narrow for 3 teams to out-cap a single mob. most of the shrines are arranged on a straight line, and the four shrines outside of this line are easily reachable. trying to out-cap the mob on this map will require the 3 teams to take the longer paths, which allows the mob to consistently outrun them.
if anything, saltspray favours a 9-3 split instead of a 4-4-4 split. 9 people that does nothing but run between the two rez shrines, and 3 people run around to pick off stragglers and keep at least one of the 4 side shrines capped.
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Aug 06, 2008, 03:56 PM // 15:56
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#146
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Desert Nomad
Join Date: Nov 2005
Location: www.mybearfriend.net
Guild: Servants of Fortuna [SoF]
Profession: E/
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The linearity of Saltspray is indeed a problem. One could contemplate mobbing from get-go, i.e., deploying all three teams to the three respective shrines at one end, then pushing as a mob through the map back and fro. Unless the opponent is very coordinated, they will initially face an unfavorable 3-to-1 situation and once crushed will lose team integrity and thus the game. Should be worth trying at least.
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Aug 06, 2008, 05:34 PM // 17:34
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#147
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Ascalonian Squire
Join Date: May 2008
Location: Cantha
Guild: Mika Nakashima [Mika]
Profession: Rt/
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Keekles
They should make the faction & gold (Z-keys) rates about the same
Or let's say, make AB faster faction rate and FF faster gold rate, or vice-versa. At least it seems balanced and fair, which is what A-net likes, I hope?
AzNChicken
Yes, faction rate doesn't mean a lot after the price drop of amber/jade and Deep/Urgoz. But when it comes to town ownership... QQ
Martin Firestorm
Quote:
I wish those were handled on separate title tracks
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Too late~
N1ghtstalker
Yeah
Turbobusa
Quote:
lower the reward to be less than AB
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Or as I mentioned above: AB faster faction rate and FF faster gold rate
At least be balanced & fair
glacialphoenix
In general, from my experience... The quality of a PUG could be estimated by the number of Healer/MM/Nuker they have, with no more than 2 healers or 2 MMs.
Unreal Havoc
Ok, has A-net ever commented on FFF?
bungusmaximus
Quote:
It's either a cookie cut I already know
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Even until today, I'm still surprised by some good customized AB builds some players developed
AzNChicken
With the current rate and bot availabilty, it's like A-net/FFers telling ABers, "Your time isn't worth as much as FFers do." That's based on if factions and golds are really worthy
Martin Firestorm, bungusmaximus
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Judge Nl, Bobby2
Yeah
tmakinen
Quote:
I'm most concerned about the initial deployment of troops and opening play
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Yes, the opening determines the number of leavers
As well as the control of resources
Quote:
I'm proposing the middle route on Saltspray and shallow maps, just because of the greater variety of options available
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I think the same
Quote:
should the initial attack to the bridge start from the left teleporter (in which case you may be able to cap the entire bridge without seeing any enemies) or from the center gate which gives a somewhat better access but will more likely result to fighting over shrine control?
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In Canyon/Lands type, as defender, I tend to make it 4-3 or 5-2. That is, either 4-3 without bridge shrines or 5-2 without boost shrines. My general advice: Begin with 4-3 and end with 5-2
Quote:
Concerning the possibility of multiple initial caps (Saltspray and middle route on shallow defending), what is the strongest option?
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Split/mob generally depends on how builds fit. 4-0, 3-1, 2-2: Need to collect data on which case gives the highest points to the first counts.
bungusmaximus
Ok...
AzNChicken
Quote:
you hope to have two strong teams on your sides, holding their side with the middle group roaming
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Will you do the same when you're sure other two teams aren't strong?
Jetdoc, moriz
I have feeling now that Saltspray is the map designed for those who expect epic fight in AB
It should be, it's the fair map
tmakinen
Good point. After all, one side is Kurz territory and the other for Lux. It's again whether builds fit each other. For example you like 1 MM in epic fight and you don't like 3 MMs being together.
----------------------------------------
Kurzick AB-specialized [Mika] is recruiting FF/ABers and 1M+ guilds. Currently 3M factions, ~90 members, in 10M [Mika] alliance. PM "O Mika Nakashima O" or other Mikans for more details. Welcome to visit us @ http://mikanakashima.gamerdna.com & http://wiki.guildwars.com/wiki/Guild:Mika_Nakashima
Last edited by O Mika Nakashima O; Aug 06, 2008 at 05:39 PM // 17:39..
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Aug 06, 2008, 05:55 PM // 17:55
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#148
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Desert Nomad
Join Date: Jul 2008
Location: Singapore
Guild: Royal Order of Flying Lemmings [ROFL]
Profession: Mo/
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Quote:
Originally Posted by O Mika Nakashima O
In general, from my experience... The quality of a PUG could be estimated by the number of Healer/MM/Nuker they have, with no more than 2 healers or 2 MMs.
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I suppose that's the best thing you have to go by, although ideally you should be able to see their build, since I doubt a, say, Heal Party monk in AB would be that fantastically effective.
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Aug 06, 2008, 11:05 PM // 23:05
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#149
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Frost Gate Guardian
Join Date: Dec 2005
Location: California
Guild: My Guild Sucks [mGs]
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Quote:
Originally Posted by O Mika Nakashima O
Yes, faction rate doesn't mean a lot after the price drop of amber/jade and Deep/Urgoz. But when it comes to town ownership... QQ
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That's where I differ . Couldn't care less about town ownerships.
Quote:
Originally Posted by O Mika Nakashima O
With the current rate and bot availabilty, it's like A-net/FFers telling ABers, "Your time isn't worth as much as FFers do." That's based on if factions and golds are really worthy
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I happen to think differently on that - as in my post. If it works for them, they why not keep with it. Obviously it doesn't appeal to me, so I'll stay in AB.
Quote:
Originally Posted by O Mika Nakashima O
Will you do the same when you're sure other two teams aren't strong?
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I also said that was the strategy in a good match, so often my group will end up roaming. Take whichever side is being ignored (if our side hasn't capped it), defending nearby shrines from occasional solo/group cappers, and then joining in to end scuffles if possible.
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Aug 07, 2008, 04:17 AM // 04:17
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#150
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Jungle Guide
Join Date: Jan 2007
Location: New Zealand
Profession: A/D
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Quote:
Originally Posted by O Mika Nakashima O
I'll throw a new question to all at this point: How often you help your allies?
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It really depends on a few factors such as the build I'm running and what type of team setup I've been given.
eg.If theres a Monk, Warrior/Dervish, and Nuker in my team quite often I'll split away and hunt for a weaker team or solo cappers to help them out as I'm often overkill to a team requirements or run a build which is more effective at ganking than capping assistance (HotO being in one of my favorite gank builds really hurts it's capping abilities, DB and IAS being in another makes it great for capping assistance, etc, etc)
Usually if I'm running a gank focussed build I'll stick close to any high priority targets such as nukers, monks or MM's and take out any player/NPC that attempts a spike on them which helps them out, they are alive, and helps me out, so am I as they distracted my target enough to allow my spike.Often I'll also help cap till leading comfortably and just hide amongst shrine NPC's and take out solo or two player cap teams as previously stated.
It's pretty rare for players to actually do a target sweep when approaching a shrine, normally they just charge it, and I get a lot of kills by hiding on the radar this way, especially nukers and rangers who don't notice me till it's too late.
Usually as a Sin I'll stick with my team as long as they cap relatively consistently and don't mob.If they are mobfest fans I just either try to find a capping team or just enjoy a few ganks before leaving at the end of the round in search of a better team.
In summary I help or hinder allies as much as they help or hinder themselves and I don't assist mobs at all.
As for the comment on showing builds tbh I haven't been asked to ping mine in ages....
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Aug 07, 2008, 04:45 AM // 04:45
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#151
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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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Opening moves: Deep Map (Attackers)
It's safe to assume the defenders will send teams to both side Equipment shrines, which means the attacking team starting at the base will almost certainly have a fight on their hands. Furthermore, it's common for the defending team that just free-capped the other Equip to sweep over and help out their allies if necessary.
Result for the attackers: in effect 2 lost shrines and a single full team wipe.
Now, one of said Equipment shrines is placed on higher ground (West or East? idr) and therefore more difficult to approach by defending teams. Especially if the attacking team is brave and manages to cap the shrine by outnumbering before the 2nd team shows up around the corner, it invariably makes for a strong start (and a great place to start base raiding as well!).
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Aug 07, 2008, 06:02 AM // 06:02
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#152
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Desert Nomad
Join Date: Jul 2008
Location: Singapore
Guild: Royal Order of Flying Lemmings [ROFL]
Profession: Mo/
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Quote:
Originally Posted by fireflyry
As for the comment on showing builds tbh I haven't been asked to ping mine in ages....
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I did say ideally, and yeah, most people don't bother. XD
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Aug 07, 2008, 06:47 AM // 06:47
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#153
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Desert Nomad
Join Date: Nov 2005
Location: www.mybearfriend.net
Guild: Servants of Fortuna [SoF]
Profession: E/
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Attacking deep has the unique penalty of not being able to choose the deployment order (there is a funny thing going on, my team always gets deployed either to the base or left side of the bridge with about 50% chance for each - I have never ever been deployed to the right side of the bridge) so one should be prepared with no less than three different strategies depending on where the team lands.
The base team will almost always face an unfavorable fight because defenders will bring with them additional NPCs. As clockwise movement of attackers is anticipated, the defenders coming to the left side shrine will possibly have 2 NPCs with them. Anticipating this, the base team might want to break the clockwise rule and attack the right side shrine instead, creating a 2-to-1 situation with the left bridge team which hopefully sticks to the clockwise rule. After crushing the single defending team and capping the shrine the base team (if suitably built) should raid the base while the other team continues clockwise. This move is essentially a gambit because the left side shrine is initially given away for a strategic advantage (namely, if both opening side shrine fights are lost the defender has a very strong position, they can pincer the bridge then contain all the attackers to the base).
The right bridge team should stick to the clockwise rule as long as feasible.
The left bridge team should cap the center of the bridge which may be contested or not. If it is not contested or if the left side shrine falls to the defenders it is reasonable to assume that the left side of the bridge is or will shortly be under attack and the team should decide whether they are able to defend it. If the bridge center cap is not contested and the left side shrine goes to the defenders it is reasonable to assume that there are two teams rolling the bridge at which point it is time to leg it
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Aug 07, 2008, 10:52 AM // 10:52
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#154
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Jungle Guide
Join Date: Jan 2007
Location: New Zealand
Profession: A/D
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Quote:
Originally Posted by glacialphoenix
I did say ideally, and yeah, most people don't bother. XD
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It's double-edged really.
On one side it often promotes better team awareness, build synchronization and discourages fail builds.
On the other it often discriminates build type and usage and discourages build variation and experimentation.
Personally I don't miss the days shortly after the mechanic first came out when just about every team demanded cookie cutter build pings before starting.The arguing over builds for days on end was grating.As someone who enjoys build variation and experimentation I'm glad teams no longer demand build pings as much.
"lol noob Sin ur build sucks.Whur is SP?" was getting old and I hate being told how to play.
/end tangent
:P
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Aug 07, 2008, 11:39 AM // 11:39
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#155
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Frost Gate Guardian
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Quote:
Originally Posted by fireflyry
It's double-edged really.
On one side it often promotes better team awareness, build synchronization and discourages fail builds.
On the other it often discriminates build type and usage and discourages build variation and experimentation.
Personally I don't miss the days shortly after the mechanic first came out when just about every team demanded cookie cutter build pings before starting.The arguing over builds for days on end was grating.As someone who enjoys build variation and experimentation I'm glad teams no longer demand build pings as much.
"lol noob Sin ur build sucks.Whur is SP?" was getting old and I hate being told how to play.
/end tangent
:P
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Pinging build is essential. If you are so concerned about your team not liking your build then either:
1) you are so much better than them, that they dont understand how good your build is. In which case you should find yourself another team anyway.
2) your build really does suck.
I tend to think (2) is a much more common case. Realizing that your build sucks is important... and if you really wanna try it out so much - go do it on dummies at the isle of the nameless (for some reason alot of those "exrperimentators" totaly skip this step) instead of failing your team.
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Aug 07, 2008, 11:40 AM // 11:40
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#156
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Frost Gate Guardian
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Quote:
Originally Posted by fireflyry
It's double-edged really.
On one side it often promotes better team awareness, build synchronization and discourages fail builds.
On the other it often discriminates build type and usage and discourages build variation and experimentation.
Personally I don't miss the days shortly after the mechanic first came out when just about every team demanded cookie cutter build pings before starting.The arguing over builds for days on end was grating.As someone who enjoys build variation and experimentation I'm glad teams no longer demand build pings as much.
"lol noob Sin ur build sucks.Whur is SP?" was getting old and I hate being told how to play.
/end tangent
:P
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Pinging build is essential. If you are so concerned about your team not liking your build then either:
1) you are so much better than them, that they dont understand how good your build is. In which case you should find yourself another team anyway.
2) your build really does suck.
I tend to think (2) is a much more common case. Realizing that your build sucks is important... and if you really wanna try it out so much - go do it on dummies at the isle of the nameless (for some reason alot of those "exrperimentators" totaly skip this step) instead of failing your team.
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Aug 07, 2008, 11:59 AM // 11:59
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#157
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Quote:
Originally Posted by Robbert Monga
Pinging build is essential. If you are so concerned about your team not liking your build then either:
1) you are so much better than them, that they dont understand how good your build is. In which case you should find yourself another team anyway.
2) your build really does suck.
I tend to think (2) is a much more common case. Realizing that your build sucks is important... and if you really wanna try it out so much - go do it on dummies at the isle of the nameless (for some reason alot of those "exrperimentators" totaly skip this step) instead of failing your team.
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I usually just want to know what people are running so I can know what to expect. I'm not really a build nazi unless it's really horrible. Most builds aren't perfect but at least workable.
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Aug 07, 2008, 01:36 PM // 13:36
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#158
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Jungle Guide
Join Date: Jan 2007
Location: New Zealand
Profession: A/D
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Quote:
Originally Posted by Robbert Monga
Pinging build is essential. If you are so concerned about your team not liking your build then either:
1) you are so much better than them, that they dont understand how good your build is. In which case you should find yourself another team anyway.
2) your build really does suck.
I tend to think (2) is a much more common case. Realizing that your build sucks is important... and if you really wanna try it out so much - go do it on dummies at the isle of the nameless (for some reason alot of those "exrperimentators" totaly skip this step) instead of failing your team.
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Disagreed.
If it was "essential" everyone would do it all the time as they did when it was first introduced.
I haven't been asked to ping a build in over a month...once...that was more my point.
I don't care what anyone thinks of my build, I care that they think they have a right to kick me or force build alterations because my build isn't specifically what they want.In my experience that attitude was predominate as opposed to my build being in anyway ineffective hence my assumption of why people aren't being forced to ping anymore.
You say it's more often because the build sucks.In my experience it's more often because it's not a recognized cookie cutter.
Example:
I was getting continually refused, kicked and laughed at because I was experimenting with an assacaster build ("lol omfg no dagger skillz and a staff...kick teh nub sin!!11!!"), then they became popular wiki-fodder and people started demanding it in build pings, was never kicked with the build again.
My original thoughts on build pinging still stand, because one player thinks a build sucks does not actually make it true and 95% of the time it's differing opinion and experience as opposed to justified complaint.As mentioned in my personal experience more often than not they just want cookie cutters or monks who will do nothing but spam heals at them as opposed to actually using the mechanic constructively.
At the end of the day I just don't get asked anymore, let alone demanded to or face being kicked.Thats relevant to me, more so than opposing opinion.
As for testing an AB build out on barrels as opposed to in-game where results actually matter....lol.
AB is neither serious business or top ten GvG and while Isle serves it's purpose it's logic that the real test of a build is in-game, not putting the smack down on dummies.
Anyway....
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Aug 07, 2008, 01:42 PM // 13:42
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#159
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Forge Runner
Join Date: Dec 2007
Profession: E/
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Quote:
Originally Posted by bungusmaximus
I like it when they do that, if all peope would do that I would like PUGing a lot more. Usually people don't even respond when I ask for their build ><. People seem to think that showing their build is the same as showing their butt. AS IF SOMEONES BUILD IS THE BEST KEPT SECRET IN THE WORLD, no it isn't. It's either a cookie cut I already know (something that works), or something exotic (that's likely to be baed). In rare cases it's something exotic that actually works .
Anyway, I usually ping mine right away as soon as I enter a strange team, but most people don't even care what I'm running. I'm going to try this tonight on a warrior with an empty bar .
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or they keep it for themselves so they don't get laughed at
half the ppl playing AB don't have an elite
i've seen rangers with healing breeze (get troll unguent) and other RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed up shit
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Aug 07, 2008, 02:50 PM // 14:50
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#160
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Guest
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I think a team that doesnt ask what everyone else is running is just disorganised rabble that has little hope of winning if they cant communicate or work together to make a winning combination.
I will always ping my build upon entering a party and will always ask what others are running, if I see a generally weak build I will offer advice to improve it. If that person starts being an idiot over it I just leave, simple as that really.
Arrogant? No, I just want to win, and I find that hard to do in a team that doesn't WANT to work together.
Last edited by Unreal Havoc; Aug 07, 2008 at 02:52 PM // 14:52..
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