Re: Current take on "zerg busting" on RoR
Posted: Tue Jul 17, 2018 9:29 pm
After reading thru this thread all I see are complaints that the game systems need to be tweaked or abilities need to be buffed/nerfed, however to my mind the real problem is that of the tactics being used to counter being outnumbered.
When you are outnumbered by an opponent you have to adapt to the fact and adjust your tactics appropriately. You have to be willing to retreat when necessary (using tactics such as a center peel ). Try to not leave allies behind by retreating in as orderly fashion as you can, but accept the fact that when outnumbered people will inevitably be cut off from your group and killed.
You need to use the terrain to hide part of your force in order to set up ambushes when your opponent chases after the retreating part of your group. Just as in real life, people tend to not look up when scanning about for danger. Many of the zones have terrain that overhangs the main pathways large groups use (Black Crag and Thunder Mountain being the most obvious, however most zones have them). These can be used to your advantage when setting a trap. A surprise flanking maneuver hitting your enemy in the side or rear can cause havoc in their ranks - which will act as a force multiplier in the right situations. Panic among your enemy is what you are going for, recognize it when it happens and take advantage of it.
Use your allies as bait (and allow yourself in turn to be used) to pull your opponents into situations where you can overpower them. A well organized 6 man unit can kite a larger force, stringing them out and making them vulnerable to hit and run tactics.
Recognize that capturing BO's can be used to fragment a larger opponent. I roam solo the majority of the time and have pulled entire warbands off to a BO at the far end of a zone by capping it and just sitting there alone. Doing this allows your allies to capitalize on the fact that your opponents have divided their forces in the anticipation of there being a large group at the BO. Sure you may die, but if it allows your realm to profit in the long run, take one for the team.
Note whom among your opponents lead charges and seem to direct their movements, then target them. I've seen countless charges devolve into chaos simply via the death of warband leaders. Be aware that the leader may not always be in front leading the charge, he could also be a ranged class directing the fight from the rear.
Finally, read up on small unit tactics and apply them when fighting in ORvR. There's a lot written on the subject and most of it can be useful in game. The key is to improvise, adapt and then overcome.
When you are outnumbered by an opponent you have to adapt to the fact and adjust your tactics appropriately. You have to be willing to retreat when necessary (using tactics such as a center peel ). Try to not leave allies behind by retreating in as orderly fashion as you can, but accept the fact that when outnumbered people will inevitably be cut off from your group and killed.
You need to use the terrain to hide part of your force in order to set up ambushes when your opponent chases after the retreating part of your group. Just as in real life, people tend to not look up when scanning about for danger. Many of the zones have terrain that overhangs the main pathways large groups use (Black Crag and Thunder Mountain being the most obvious, however most zones have them). These can be used to your advantage when setting a trap. A surprise flanking maneuver hitting your enemy in the side or rear can cause havoc in their ranks - which will act as a force multiplier in the right situations. Panic among your enemy is what you are going for, recognize it when it happens and take advantage of it.
Use your allies as bait (and allow yourself in turn to be used) to pull your opponents into situations where you can overpower them. A well organized 6 man unit can kite a larger force, stringing them out and making them vulnerable to hit and run tactics.
Recognize that capturing BO's can be used to fragment a larger opponent. I roam solo the majority of the time and have pulled entire warbands off to a BO at the far end of a zone by capping it and just sitting there alone. Doing this allows your allies to capitalize on the fact that your opponents have divided their forces in the anticipation of there being a large group at the BO. Sure you may die, but if it allows your realm to profit in the long run, take one for the team.
Note whom among your opponents lead charges and seem to direct their movements, then target them. I've seen countless charges devolve into chaos simply via the death of warband leaders. Be aware that the leader may not always be in front leading the charge, he could also be a ranged class directing the fight from the rear.
Finally, read up on small unit tactics and apply them when fighting in ORvR. There's a lot written on the subject and most of it can be useful in game. The key is to improvise, adapt and then overcome.