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Keep Ram Health

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Fractus
Posts: 82

Keep Ram Health

Post#1 » Mon Sep 03, 2018 9:25 pm

Noticed EU primetime, zones fall to a stalemate due to everytime a ram is taken to attack it gets destroyed too quickly.
By the time you take the 4th ram to attack, the doors have reset once at least, and people have got bored/fed up of the repetition without getting anywhere. One side can dominate the zone, kill anyone attacking the ram and clear the way, but X amount of single hits and cannon shots and it's destroyed.

Is there a way of building a scaler into the ram health based on zone population? perhaps this is not the solution and it should be that 2 star/3 star rams are simply stronger? or its more viable to get 4 star keeps with 60/40 population?

Not questioning all the mechanics, clear walls, move ram when oil up etc etc, i think they add a level to the game, just the values held by some variables in this situation.

Some maths here and i don't know all the numbers so having to try work some out with a stopwatch and testing, someone can perhaps correct me:
- 2 star keep Ram
- 8 secs per hit on the door, average hit 3% = 100 / 3 = 34 hits to take 1 door down
- Equates too 272 secs + 15 secs to get the ram to the door and working + 60 secs avoiding Oil = 347 secs, nearly 6 minutes to destroy 1 door
- Cannon does 1% damage to ram, unlimited ammo on keep defences, not player spawned cannons, 5 secs per shot, so 1 cannon can do 100% damage to the ram in 100 shots, so 1 cannon can kill ram in 5 secs x 100 = 500 secs.
- Player does average 0.5% damage to ram per hit re-spawn and suicide jump to ram in 35 secs, so 9 times hitting ram for at least 0.5% = 4.5% damage per player minimum, often 1.5% (13.5%) before they die. This means it takes 100% / 4.5% = 23 players jumping at the ram attacking it to kill it minimum, likely 100% / 13.5% = 8 players suiciding can kill the ram by the time it destroyed the first door. Or 1 player hits the ram 200 times, 3 minutes of hitting the ram, a couple of healed and cross-guarded tanks can easily manage this and perhaps that's not right?.

I think looking at this that its the player damage variable that kills the ram too fast, if only 4 players suicide at the ram and die after only 1 hit, the ram would be destroyed before it destroyed the 2nd door.

While in lower population zones this works fine because you have less than 4 doing this, when you have 200 people in 1 zone and 100 in the keep, its a lot more than 4 people trying to attack and destroy the ram, i saw an entire warband suicide to attack the ram last night, healers the lot.

Personally thankfully i've been around long enough to play in organised wb's or 6 mans for fights and not zones, but i can see how this situation with the ram not even getting 1 door down, would be very frustrating for new people and pugs watching your continued attempts simply fail because the ram is not strong enough to even take 1 door down with the onslaught of enemy players killing it.

And to me on the above, it simply looks like the ram health is too low or player damage mitigation is not high enough?
Last edited by Fractus on Tue Sep 04, 2018 3:09 pm, edited 1 time in total.

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Jedii
Posts: 70

Re: Keep Ram Health

Post#2 » Mon Sep 03, 2018 10:44 pm

Protect the ram at all times,watch for oil,clear the wall,will save u this headache
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MayoDaen78
Posts: 105

Re: Keep Ram Health

Post#3 » Mon Sep 03, 2018 11:37 pm

As the above me said. You need to protect the ram, watch out if Oil is up, also can send some mdps ( WH or WE) inside to clear the wall around oil area. Make sure the ram is always filled with no less than 4 tanks ( for maximum damage output) to the door. It will hit harder thus takes less time to break the door.
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Foomy44
Posts: 572

Re: Keep Ram Health

Post#4 » Tue Sep 04, 2018 12:25 am

I kinda wouldn't mind if cannons couldn't damage the ram. What exactly is the counter play to that supposed to be? Pull ram out and hope you have enough MDPS to Bypass Defenses in and kills the cannon?
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Jedii
Posts: 70

Re: Keep Ram Health

Post#5 » Tue Sep 04, 2018 12:31 am

Send your witches up to take care of the artillery and the person working it? I see your witches like to hang in groups now,group hug
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catholicism198
Posts: 1092

Re: Keep Ram Health

Post#6 » Tue Sep 04, 2018 12:36 am

All that only works during NA prime time, when the pop is low, but not during EU when there are 3+WBs on each side.
Last edited by catholicism198 on Tue Sep 04, 2018 3:56 am, edited 1 time in total.

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Jedii
Posts: 70

Re: Keep Ram Health

Post#7 » Tue Sep 04, 2018 3:28 am

Send them in to clear the walls before the main wb shows up and defence is bolstered maybe....?
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drmordread
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Posts: 916

Re: Keep Ram Health

Post#8 » Tue Sep 04, 2018 9:50 am

OK I get it, I do. Witch Elves these days are not like the old days. In 2018 they only go out in packs and never attack anything remotely hard. BUT ... never fear ...

Spawn lots of single shot artillery to deal with Keep Artillery. Use your ranged players to deal with oil. If you outnumber the enemy by 3 or more WB's, use one WB to controll 2 or 3 BO while sieging for providing ammo.

Most important ... send your maras and chopps in to deal with the enemy on the walls. WE's are too chicken to enter a tough fight. Four or five Maras can clear and hold oil for ever.
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Fractus
Posts: 82

Re: Keep Ram Health

Post#9 » Tue Sep 04, 2018 3:10 pm

Have edited OP with some maths

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Onemantankwall
Posts: 523

Re: Keep Ram Health

Post#10 » Sat Sep 08, 2018 3:57 am

I'd actually like to see a new ram mechanic @devs, you get 2+ wbs on each side and that ram is never reaching that door because ur perma dismounted from all the random aoe and focus fired, im not asking to go back to the old days where the ram stayed in our bag until deployment but something to get that ram to reach the door, cant tell you how many keeps have come untouched because you can't even get the ram to the door which INSTANTLY kills zone morale on both sides because 1 sides pitching camps in the keep while the others sitting on a empty bo waiting on another ram if you have enough people left over to grab another ram and siege. id like to be able to see the ram carried some other way than by being mounted, or decrease the chance of dismount by a large margin please, and thanks
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