If you don't like it then just don't Q for it.
My group always blacklists TA and we still get consistent pops.
Remove Tor Anroc from the rotation
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Re: Remove Tor Anroc from the rotation
No you can't.Soulcheg wrote:Ehmmm, actually we can. I saw many times, how loosing side can't even jump off, cause opposite side sit on the edge, near respawn point, waiting for players.Sulorie wrote: you can't camp.
People are camped because they still fail to find the 2nd exit on the minimap.
The same reason why ppl are camped in t1 rvr at their wc because they think they are only allowed to leave the wc at the main entrance.
The problem is more or less the murderball mechanic, as it focuses the combat around one spot, leaving the rest of the map deserted.
Dying is no option.
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Re: Remove Tor Anroc from the rotation
Get rid of the spawn guards, problem solved I've already made a post about this SC on how destro take the stone to their spawn point and camp there while getting points and we can't do anything cos the guards will just :| you as soon as you get close
Re: Remove Tor Anroc from the rotation
Remember a Grovod Caverns? Spawn point was closed by a force wall barrier - you can't return, so if yopu jump out - you will fight till death, and enemies can't get past that barrier. I, persoanlly, think, that EVERY scenario should have such berrier at spawn point - so you can return to spawn poin only if you die, and no guards, no camping, etc.
Re: Remove Tor Anroc from the rotation
A barrier does not stop the enemy to camp you. What will happen is, that the losing side stays behind the barrier.
The point of grovod were different exits. The barriers were there to allow your team to group up before leaving, something you can do in all other sc as well.
I recall there was a device to remove them, e.g. running with the bomb to the device.
The real spawn was in a hidden room like in EC.
Edit: This all is about the skaven variant.
The point of grovod were different exits. The barriers were there to allow your team to group up before leaving, something you can do in all other sc as well.
I recall there was a device to remove them, e.g. running with the bomb to the device.
The real spawn was in a hidden room like in EC.
Edit: This all is about the skaven variant.

Dying is no option.
Re: Remove Tor Anroc from the rotation
If everybody gets to remove their most hated SC there are no SCs left to queue. Just don't queue it insteadlazzy1990 wrote:Tor Anroc is a awful Scenario IMO.
It's way too big. The entire side areas of this map are unused people just funnel down the center. The run back to the fight is longer than it needs to be as well.
People cluster around the center, grab the orb and just run to the guards it's super annoying.
It's a ugly Scenario and very bland.
There are much better Scenarios that could be put in this slot.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
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Re: Remove Tor Anroc from the rotation
Tor Anroc is one of the ideal SCs, IT ROCKS!
Re: Remove Tor Anroc from the rotation
Just make orb hit harder in guard/spawn range and is cool, destruction abuse (as alwaysSulorie wrote:Just remove the guards in RF and TA. Some TA guards stand too far outside spawn, blocking any flanking maneuver.
TA guards are not needed at all, because you can't camp.

God Forgives... I don't!
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Luuca wrote:... you forgot that in RoR, you must jump every seconds to exaggerate the Melee Distance Bug.
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Re: Remove Tor Anroc from the rotation
Just remember you can always decide to not queue for Tor Anroc SC, this will prevent you from joining SC you dont enjoy 

Re: Remove Tor Anroc from the rotation
Is it possible to modify a bit this sc?
I think it could be more fun when a side lost the artifact, this one pop in the middle of the map each time, in this case we can prevent warcamp farming or hidding near the lava or others things that make a bad sc (the sc is not bad, what player doing in sc is bad) . If a camp don't go back to get it, the other camp can ninja and use all the map.
I'm not sure, but i think that was the live mecanic system.
I think it could be more fun when a side lost the artifact, this one pop in the middle of the map each time, in this case we can prevent warcamp farming or hidding near the lava or others things that make a bad sc (the sc is not bad, what player doing in sc is bad) . If a camp don't go back to get it, the other camp can ninja and use all the map.
I'm not sure, but i think that was the live mecanic system.
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