May 19, 2006, 02:58 PM // 14:58
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#2
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Wilds Pathfinder
Join Date: Oct 2005
Location: Belgium
Guild: none
Profession: N/E
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Go to the Jade Quarry, you Kurzicks have an advantage there.
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May 19, 2006, 04:38 PM // 16:38
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#3
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Frost Gate Guardian
Join Date: Mar 2006
Location: Australia
Guild: Tuskforce Supremacy [Tusk]
Profession: Me/N
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I've won about 60-70% of the games in Fort Aspenwood, and I'm a Kurzick
But I'm also a mesmer and diversion on the turtle helps a lot
if you're a decent damage dealer, why not take out the enemy commander? no more turtle spawns.. I've only seen one person ever bother to do this though :/
ALSO... I hear a monk bonding the npc's for the green gate and keeping up with the heals means they never breach XD
My guildie (monk) ran 2 games with monk and rit heavy teams and they pretty much won through sheer defense... bonding the green npc's and for the second match they won by simply keeping the architect alive through healing and bonding XD (the luxons were hammering on him for a good 11% of the count XD
I've never gotten a game in Jade Quarry outside of the FPE... and from my understanding its pretty balanced
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May 19, 2006, 05:43 PM // 17:43
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#4
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Ascalonian Squire
Join Date: Jul 2005
Profession: N/Mo
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Quote:
Originally Posted by SirJackassIII
Go to the Jade Quarry, you Kurzicks have an advantage there.
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Nope. Jade is balanced. Anyone who played in the weekend event would know that.
The only time I have EVER played Jade since release is when we organized it with friendly guilds (twice). They have to address the low faction that is given for the win.
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May 19, 2006, 06:49 PM // 18:49
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#5
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Frost Gate Guardian
Join Date: Nov 2005
Location: The Netherlands
Guild: Guardians of the Grail
Profession: R/Mo
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Aspenwood is imbalanced towards the Kurzicks
2 tanks and the Luxon Warriors and the Siege Turtle will never move
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May 19, 2006, 07:26 PM // 19:26
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#6
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Ascalonian Squire
Join Date: Jul 2005
Profession: N/Mo
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Quote:
Originally Posted by pokerface
Aspenwood is imbalanced towards the Kurzicks
2 tanks and the Luxon Warriors and the Siege Turtle will never move
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That is the ridioulous. Have you even played this map?
The warriors and turtle can overwhelm any tank in less than 10 seconds (even with wards). And if an enemy monk is there it is even more pointless.
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May 19, 2006, 09:55 PM // 21:55
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#7
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Wilds Pathfinder
Join Date: May 2005
Location: London, England
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In a match there today, I saw a 55 monk hold up the entire Orange team for around 10 mins. The Luxons were so busy at the front line they didnt notice, and when they did they didnt really have the ppl to deal with it. In the end combined knockdowns and poisoning/bleeding did it. However the monk just came back to the command point to start over again.
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May 19, 2006, 10:56 PM // 22:56
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#8
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Desert Nomad
Join Date: Jun 2005
Location: RA
Guild: [ODIN]
Profession: N/Mo
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Bonding at the last gate is the way to make it really tough on the Luxons. As a Luxon necro I normally bring Gaze of Contempt to help break through the gate. If you can hammer the bonding monk while your team beats on the gate's NPCs you can usually get through. I like to force the bonding/healing monk to decide between healing the NPCs and healing himself/herself. If I have another spiker on my team then we usually end up breaching the last gate.
EDIT: The real problem the Kurzicks have is that a lot of Kurzick players don't play the map with defense in mind. On the Kurzick side it's all about slowing the progress of the Luxons through the gates. This means getting amber for gate repair, harrassing/stopping the turtles, potentially killing the orange/purple commanders, and bonding/healing the gate holding NPCs. (Monks and ritualists can help here.) Kurzick players need a seige mentality to win. It's about forcing the Luxons to waste time doing things like retaking amber mines and re-breaching gates.
Last edited by MelechRic; May 19, 2006 at 11:02 PM // 23:02..
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May 20, 2006, 11:20 AM // 11:20
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#9
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Ascalonian Squire
Join Date: Jan 2006
Guild: Fellowship of Flanders
Profession: R/E
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Luxon on the other hand frequently has to deal with pathing errors.
Pretty often the luxon warriors get stuck somewhere and don't do a thing.
What makes it worse is that the assault squad won't respawn as long as one of them is alive.
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May 20, 2006, 01:52 PM // 13:52
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#10
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Wilds Pathfinder
Join Date: Aug 2005
Location: London, UK
Guild: Powerpuff Boys [PUFF]
Profession: R/
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Get a friend to come if you want ("spike-enter" if you need to). Go solo all 5 outposts and you have all the amber, AND no siege turtles. gg
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May 20, 2006, 01:54 PM // 13:54
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#11
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Wilds Pathfinder
Join Date: Aug 2005
Location: Los Angeles, California
Guild: Picnic Pioneers
Profession: E/
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I think they balanced Fort Aspenwood yesterday because in the update notes it said, Improved Kurzick NPCS or something.
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May 25, 2006, 04:38 AM // 04:38
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#12
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Frost Gate Guardian
Join Date: Aug 2005
Profession: Mo/Me
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nope, that was the henchment.
Besides luxons have the greater chance to win because the luxons victories are faster.
Anything the kurzicks can do the luxons can counter.
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May 25, 2006, 04:41 AM // 04:41
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#13
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Grotto Attendant
Join Date: Oct 2005
Location: Cedartown, Georgia
Profession: R/
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I"ve played Fort 3 times...and Kurzicks have dominated all 3 times without much effort.
So I don't see any Luxon imbalance lol..One time we weren't even a full team because of leechers lol.
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May 25, 2006, 04:51 AM // 04:51
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#14
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Frost Gate Guardian
Join Date: Aug 2005
Profession: Mo/Me
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no, you missed it.
Its inbalanced because the kurzicks take longer to win such that:
Good kurzick players spend more time to win
Bad Kurzick players tend to lose faster thus play more rounds
and the other side
Good Luxon players tend to spend less time to win
Bad luxon players are stuck in the mission unless they ragequit till the kurzicks manage to win.
So to answer the, but I win like 60% of the time as luxon or kurzick. Yes this may be true, but think about how much time it takes you to win as luxon or kurzick. You are winning 60-70% of the time, but you win 3 more luxon rounds because you had the time to play them. I actually created an algorithm to show this here: http://gw.gamewikis.org/wiki/User:Dr...enwood_Balance
So yes, you good players in the 800-1000 'skill' range will win no matter what side you are on more often than not, however it creates a descrpency because the players that tend to lose more take less time to lose on kurzick and more time to lose on luxon. As you can see it ends up a ~3:2 advantage for luxon assuming the actual mission itself is balanced.
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May 25, 2006, 05:34 AM // 05:34
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#15
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Academy Page
Join Date: Dec 2005
Location: Omaha, NE, USA
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Quote:
Originally Posted by Shoitaan
But I'm also a mesmer and diversion on the turtle helps a lot
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Hmmm, that's a good idea.
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May 25, 2006, 05:47 AM // 05:47
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#16
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Banned
Join Date: Apr 2005
Location: In my head
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Wow. Two threads by the same guy whining about the supposed imbalance of the mission. Come on, one thread is enough.
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May 25, 2006, 08:08 PM // 20:08
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#17
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Colorado
Profession: N/Mo
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IMO the biggest imbalance is faction for loss..
a luxon gets 400 faction for loosing a kurzick gets somwhere in the 150+ range..
Ive done this on both sides and seen luxon teams who do nothing and they get 400 faction..
Ive seen kurzicks who try hard get 175 faction after a loss....
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May 26, 2006, 06:45 PM // 18:45
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#18
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Jungle Guide
Join Date: Sep 2005
Profession: Mo/
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my experience with both mis is limited, cos usually i'm getting msg *no opposing party entered* for 15-20 min and zoning to amatz basin
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May 26, 2006, 06:51 PM // 18:51
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#19
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: [MOJO]
Profession: Me/
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Quote:
Originally Posted by SirJackassIII
Go to the Jade Quarry, you Kurzicks have an advantage there.
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funny thing about tat, theres no one there.
about aspenwood: its pretty much a lose:lose situation for kurzick.
either we make the game go fast and lose or drag out the game and try to win.
b/c of this luxons on average will get more then kurzicks in this mission.
Last edited by ayanaftw; May 26, 2006 at 06:53 PM // 18:53..
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