Aug 16, 2006, 01:59 AM // 01:59
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#61
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Pre-Searing Cadet
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yeah there is a bug... teh map is broken...
there is one spawn point in the middle for kurziks... where you can just walk around the fence.
still...
the luxons have a better advantage. anet better fix teh broken part of the map.. but for any luxons crying you know you would use the broken part ;P
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Aug 16, 2006, 02:04 AM // 02:04
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#62
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Frost Gate Guardian
Join Date: Jul 2006
Location: England
Guild: The Percytown Pirates of Port Yargh [Prar]
Profession: W/Rt
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Well.... I was on doing AB all of last night and 3 out of 4 games we had people doing EoE bomb to FORCE us to lose.
Luxons are supposed to have an advantage at this map... but I don't think so at all.. Kuzicks can cap points before the game starts.... AND they start with the HIGH GROUND!
/grumble
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Aug 16, 2006, 02:19 AM // 02:19
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#63
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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My best guess, currently, is that the new "momentum" algo operates by adding or subtracting the ticket gap from the "speed" at which the line moves. Thus, if the Kurzicks build up enough momentum, they can lose a game and still gain territory, because they still have momentum: It just gets reduced.
From what I heard, there was a rash of saboteurs in Keys doing either EOE/saccing to kill the entire team, glitching it and preventing the map from even starting properly, resulting in 500-0 losses. Breaker Hollow just got taken back, so the pendulum might be swinging the other way.
Of course, if this theory is true, Kurzick territory might get a massive beatdown tomorrow from the recoil. :P
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Aug 16, 2006, 03:11 AM // 03:11
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#64
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Krytan Explorer
Join Date: Jul 2006
Location: Orlando, FL
Profession: Rt/
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Bug or no, I was extremely delighted to see the line actually move so much and play an AB map I've never played before. If it is a bug, isn't it kind of sad that that's the only way we can get the line to move to such extreme measures? Today was thouroughly enjoyable for me just being in those newly captured towns today and telling everyone to /flute
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Aug 16, 2006, 03:31 AM // 03:31
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#65
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Lion's Arch Merchant
Join Date: May 2005
Location: Texas
Guild: Phoolz Like Us
Profession: E/Me
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I did see some people using EoE, but I didn't see that it was used at the start of the match but put up here and there, usually where the Luxon and Kurzick mobs met each other (everyone got bombed).
I am happy to have seen Kaanai Canyon, but despite the broken gate I feel the map is heavily favored to the Luxons, as I suppose it should be. The Kurzicks just have to spread out to much to be effective at anything. I'm ready to go back to Saltspray.
But the Canthan map was a pretty sight for a good bit of the afternoon today though.
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Aug 16, 2006, 03:40 AM // 03:40
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#66
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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When I saw this I thought it was a photoshop jop so I logged in and checked it out myself and went Oh my.I am Kurzick as well.
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Aug 16, 2006, 03:41 AM // 03:41
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#67
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Wilds Pathfinder
Join Date: Mar 2006
Location: Meadow
Profession: Rt/
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it was shocking to see a drastic change
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Aug 16, 2006, 04:11 AM // 04:11
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#68
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Frost Gate Guardian
Join Date: Apr 2006
Location: STALKER!
Guild: The Creed (BOSS)
Profession: Rt/Mo
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Kaani canyon has a glitch letting kurzicks get out of their base 1 minute early. i'm also thinking that it also has bugs where it doesn't give Luxons an advantage.
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Aug 16, 2006, 04:21 AM // 04:21
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#69
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by HaloGrunt
Kaani canyon has a glitch letting kurzicks get out of their base 1 minute early. i'm also thinking that it also has bugs where it doesn't give Luxons an advantage.
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Get a cap group that isn't utterly retarded and that initial advantage means little. Luxons can hold two points (the elite shrines) that the Kurzicks have little hope of capping.
Perhaps more than any of the other ABs, there's only one thing that really matters: Which team fragments and runs around capping all of the shrines, and which team forms a massive zerg that steamrolls one shrine and hemorrhages points everywhere else.
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Aug 16, 2006, 04:27 AM // 04:27
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#70
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Lion's Arch Merchant
Join Date: Apr 2005
Guild: Nova Alliance [Nova]
Profession: R/
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My picture of the madness.
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Aug 16, 2006, 04:45 AM // 04:45
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#71
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Academy Page
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After I made a big souther silverpeak run with my Me/A I saw bunch of alliance chat discussing the alliance border line (and lots of calls for ABs), I decided to go to Cantha and take a look at the line. As soon as I saw its extra unusual shape of the line that really shocked me O_O
For the reason the Kurzicks were able to get 2 towns past Kanaai Canyon could be that the Kurzicks already had lots of momentum, and even with the supposedly Luxon advantage at Kanaai it still took some towns to kill off the momentum...
Now the border is trending back to the center, we gotta see how far can the border swing before it gets stuck into harvest temple again...
And I took LOTS of screenshots with the new Kanaai map and its 3 faction border position associated with that map.
As of time of writing, I expect the AB map will revert to Eterean Keys in 1:15 hours (Leviathan Pits) and saltspray in 10:15 hours...
Last edited by Dark Luke; Aug 16, 2006 at 04:49 AM // 04:49..
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Aug 16, 2006, 05:05 AM // 05:05
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#72
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Jungle Guide
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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Its not hard to win this map, canyon, just hold the 4 points on that are easier to get for you and win. It was rather easy.
Edit: I'm kurzick btw
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Aug 16, 2006, 06:32 AM // 06:32
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#73
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Jungle Guide
Join Date: Jul 2006
Location: The Edge of the World
Guild: [L] [GET]
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Quote:
Originally Posted by krozz
He's wrong.
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I concur. I tried to speak to the the armoer in Liviathan Pits and he said f'off if you are not friends with the Luxon Armada.
Livingston
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Aug 16, 2006, 07:33 AM // 07:33
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#74
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Shadows of the Dragon
Profession: W/N
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Quote:
Originally Posted by gamecube187
Wait, why? What would a line do to armor cost?
Oh and someone please say he is wrong about this! I was thinking of trying to save up for a luxon armor, but if what he says is somehow true....
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the guild that now owns the town with Luxion 15k armor is my old guild, and after talking to them they have confirmed that yes you need Kurzick faction to make luxion armor while Kurzicks own it. I stand corrected, or my 1st source does, after typing this I talked to another friend in the same guild and he tested it, even if Kurzicks own the town you have to be Luxion allied to make armor.
Last edited by Sol Deathgard; Aug 16, 2006 at 09:03 AM // 09:03..
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Aug 16, 2006, 07:52 AM // 07:52
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#75
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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Well the line got pushed back to keys.
I couldn't believe it actually made it that far and ya I'm ticked about the bug. However I won all matchs at that place (I'm luxon btw). With 2 points almost always capped and having the ability to run though the base while the kurzicks can't comes in handy while your a cap group.
From what I see kurzicks are winning cause of leechers, the bug and the fact that we get a lot of luxon noobs around 3:00-7:00 my time. All of them tick me off.
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Aug 16, 2006, 07:57 AM // 07:57
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#76
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by Sol Deathgard
the guild that now owns the town with Luxion 15k armor is my old guild, and after talking to them they have confirmed that yes you need Kurzick faction to make luxion armor while Kurzicks own it.
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Which is odd, because I've got 6k Luxon faction and 0 Kurzick and they'll still make it for me while the Kurzicks control the area.
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Aug 16, 2006, 07:59 AM // 07:59
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#77
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by Guardian of the Light
From what I see kurzicks are winning cause of leechers, the bug and the fact that we get a lot of luxon noobs around 3:00-7:00 my time. All of them tick me off.
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Leechers are found on both sides.
The bug was annoying, but had little to do with the line getting all the way into the Luxon areas.
Kurzicks have newbies on their side as well. In short everyone was having trouble with the map, because its rarely gets pushed back that far.
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Aug 16, 2006, 08:19 AM // 08:19
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#78
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Krytan Explorer
Join Date: Apr 2005
Guild: Defenders of the Blackblade [DotB]
Profession: N/Mo
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The map isnt that hard to win for the Kurzick.
What everyone just needs to do is circle the fort and keep the outer points capped. Forget about the fort as its too well defended.
There are more points on the outside then in, so if you keep the outer ones capped and the Luxons inside, its easy.
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Aug 16, 2006, 08:51 AM // 08:51
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#79
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Wilds Pathfinder
Join Date: Oct 2005
Location: Belgium
Guild: none
Profession: N/E
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Quote:
Originally Posted by Raziel665
The map isnt that hard to win for the Kurzick.
What everyone just needs to do is circle the fort and keep the outer points capped. Forget about the fort as its too well defended.
There are more points on the outside then in, so if you keep the outer ones capped and the Luxons inside, its easy.
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See, there's a little problem with that...
It's NOT supposed to be easy for the Kurzicks. They're supposed to be at a huge disadvantage.
I've said it before, ANet needs to rebalance ALL maps to ditch the Kurzick bias on Luxon maps. And neutralise the neutral map.
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Aug 16, 2006, 09:03 AM // 09:03
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#80
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by SirJackassIII
It's NOT supposed to be easy for the Kurzicks. They're supposed to be at a huge disadvantage.
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Get too huge of a disadvantage and the map becomes pointless to even play. It's easy enough for Luxons that territory is already being retaken quickly and Jadeite prices have crashed.
There are 5 points on the outside, all of which are a long way from the spawn, making losses costly. The northern points are difficult to provide reinforcements to. The Kurzicks can not react quickly enough to shifts in the battle because they have to run across the map constantly while Luxons can run through the center area and respawn there as well. "Keeping them in the center" is easier said than done: How do you propose to do such a thing, especially if they're all mobbed up and you have a whopping 4 people per side to hold them in, and they can pull freshly-respawned reinforcements more quickly?
The only other Luxon map you could be talking about are the Keys, which are constantly bounced back to Saltspray, and is another free Luxon win because they get the 3 back shrines right off the portals and can grab the rez shrine with high ground before the Kurzicks can even get there.
Seriously, what Kurzick bias is there, other than a blatant bug in the canyon?
Last edited by Riotgear; Aug 16, 2006 at 09:07 AM // 09:07..
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