Recent Topics

Ads

Keep capture, Old vs New

Chat about everything else - ask questions, share stories, or just hang out.
Sulorie
Posts: 7461

Re: Keep capture, Old vs New

Post#31 » Sat Mar 07, 2015 10:09 am

Arslan wrote:After all this memories you have brought in, the possibility to do guerilla and wreck the enemy's morale when he tried to lock a zone, I say: OLD SYSTEM ALL THE WAY!!
Also I prefet doorhammer than waithammer. On old system you could actually have no ram and still wreck the doors. In new system, the guy with the ram could be killed, have dc, be x-realmer, the ram itself could be bugged by skaven (I always hated them) and so many other things that made sieges lamer than ever.
Ofc he can be killed, this is the point of defending the ram carrier! This is where the other realm can prevent the siege before it starts. It would be even better if ram carriers are visible on map.
Lame is when you have the bigger zerg and just hit the door down in seconds. A ram balances the speed because the size of zerg is not important.
Dying is no option.

Ads
User avatar
Arslan
Banned
Posts: 334

Re: Keep capture, Old vs New

Post#32 » Sat Mar 07, 2015 10:17 am

Sulorie wrote:
Arslan wrote:After all this memories you have brought in, the possibility to do guerilla and wreck the enemy's morale when he tried to lock a zone, I say: OLD SYSTEM ALL THE WAY!!
Also I prefet doorhammer than waithammer. On old system you could actually have no ram and still wreck the doors. In new system, the guy with the ram could be killed, have dc, be x-realmer, the ram itself could be bugged by skaven (I always hated them) and so many other things that made sieges lamer than ever.
Ofc he can be killed, this is the point of defending the ram carrier! This is where the other realm can prevent the siege before it starts. It would be even better if ram carriers are visible on map.
Lame is when you have the bigger zerg and just hit the door down in seconds. A ram balances the speed because the size of zerg is not important.
You only repplied to 1 of the reasons. If he is x-realmer? If he is a noob? If he dc's? If the ram bugs? In real sieges this is what was happenning. Huge armies took cities with small garrisons easily. Like Ottomans did to Instabul. If you do not want to allow people hit the door as they want, then give them special anti-door abilities. Waithammer sucks.
About ram-carrier being marked. Player being marked on the map is so anti-WAR. Yesterday we were killing people who were passing by because we hid behind some huts, and I said it is so cool that in WAR camouflage can save you or kill you.
Image

User avatar
Tesq
Posts: 5713

Re: Keep capture, Old vs New

Post#33 » Sat Mar 07, 2015 10:26 am

Player being marked on the map is so anti-WAR.
have to disagree, a ray of light on my chosen is just epic :lol:
Image

User avatar
Arslan
Banned
Posts: 334

Re: Keep capture, Old vs New

Post#34 » Sat Mar 07, 2015 10:34 am

Tesq wrote:
Player being marked on the map is so anti-WAR.
have to disagree, a ray of light on my chosen is just epic :lol:
Well, a ray of light is not a dot on the minimap ;)
Image

Sulorie
Posts: 7461

Re: Keep capture, Old vs New

Post#35 » Sat Mar 07, 2015 12:05 pm

Arslan wrote: You only repplied to 1 of the reasons. If he is x-realmer? If he is a noob? If he dc's? If the ram bugs? In real sieges this is what was happenning. Huge armies took cities with small garrisons easily. Like Ottomans did to Instabul. If you do not want to allow people hit the door as they want, then give them special anti-door abilities. Waithammer sucks.
About ram-carrier being marked. Player being marked on the map is so anti-WAR. Yesterday we were killing people who were passing by because we hid behind some huts, and I said it is so cool that in WAR camouflage can save you or kill you.
Strange, I never had waithammer, because there is much more to do than waiting for the door to go down. Unless the keep is empty you have a lot options and if not, then roam through the zone and go for small fights.
How about finding solutions for x-realmers or newbies, who don't know how to operate a ram? Not to mention that mostly only old players come back to this game, who should know it.

The relict carrier relative position was marked on map as well, to give players a target to fight for. This is used to create battles, where you have to guard that player, while the other side has to stop him. ;)
Dying is no option.

Tiggo
Former Staff
Posts: 1948

Re: Keep capture, Old vs New

Post#36 » Sat Mar 07, 2015 12:06 pm

its all those old discussion, we could just reopen the old forum and not need to write any "new" comment on both sides for or against the new system ;)
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

User avatar
Libra
Posts: 551

Re: Keep capture, Old vs New

Post#37 » Sat Mar 07, 2015 12:08 pm

That sly strategic moment when enemy players were fleeing from the castle through the main door and someone clever took over the oil, poured down two-three times and recieved massive extra rp!
Sephanol - Chosen || Saora - Magus

User avatar
Arslan
Banned
Posts: 334

Re: Keep capture, Old vs New

Post#38 » Sat Mar 07, 2015 12:37 pm

Sulorie wrote:
Arslan wrote: You only repplied to 1 of the reasons. If he is x-realmer? If he is a noob? If he dc's? If the ram bugs? In real sieges this is what was happenning. Huge armies took cities with small garrisons easily. Like Ottomans did to Instabul. If you do not want to allow people hit the door as they want, then give them special anti-door abilities. Waithammer sucks.
About ram-carrier being marked. Player being marked on the map is so anti-WAR. Yesterday we were killing people who were passing by because we hid behind some huts, and I said it is so cool that in WAR camouflage can save you or kill you.
Strange, I never had waithammer, because there is much more to do than waiting for the door to go down. Unless the keep is empty you have a lot options and if not, then roam through the zone and go for small fights.
How about finding solutions for x-realmers or newbies, who don't know how to operate a ram? Not to mention that mostly only old players come back to this game, who should know it.

The relict carrier relative position was marked on map as well, to give players a target to fight for. This is used to create battles, where you have to guard that player, while the other side has to stop him. ;)
Then you belong to a very small amount of people. You can roam and fight in the old system as well, and much more since you HAVE to defend the postern door.
Finding solutions on that matter is practically impossible. And I have seen some guys who are totally new to WAR, even here in RoR. Well, since many just wanna smash down doors than wait for a silly ram, means they know something. ;)
My only objection is that all siege gear should be free or cost like 5-10 brass.
Image

Ads
User avatar
Vdova
Posts: 555

Re: Keep capture, Old vs New

Post#39 » Sat Mar 07, 2015 12:46 pm

The true has been spoken. Defender side is 99% the side who face to zerg. Without any NPCs help, defenders has 0% chance to defend the keep. With new systém 2 persons each with ram could flip the zone by them selfs. That leads to more frequently fliping with less action around.
Definitely vote for old system with NPCs.
Vdova - Witch elf princess of suffer and despair

User avatar
Morf
Posts: 1247

Re: Keep capture, Old vs New

Post#40 » Sat Mar 07, 2015 3:30 pm

This thread again !
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

Who is online

Users browsing this forum: Bing [Bot], Hazmy and 5 guests