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Post by abs on May 19, 2013 4:33:42 GMT -5
Originally, I seen it as our borderland keeps were priority number one. But the way people react and from what I was told JUST tonight our 1 EB keep is waaay more important. Could someone please explain this to me? I just do not understand.
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Post by pod on May 19, 2013 11:50:48 GMT -5
I don't know man, I happen to feel the same way as you and I am more defensive oriented myself.
As far as terrain advantage the Borderland keeps provide a massive advantage being able to waypoint between the 3 keeps making it much easier to defend with a smaller group of people. The keep in EB saves some time but I see it as less game changing as the waypoints in borderlands.
As far as taking towers and keeps back though I see losing EB keep as a greater disadvantage as the defenders can hit pretty much any tower with a treb or mortar from the safety of the keep. In my experience there isn't usually a large or organized enough force left defending EB keep to actually do that kind of harassment.
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Post by rikkity on May 20, 2013 13:11:15 GMT -5
ez pz
keeping wp = top priority
if you have to choose between 2 keeps,
hills > eb keep > bay > garr
...imo
hills is the easiest to defend, by far. there are no safe treb spots, n gate rams/golems can be stopped by the inner cannon, the s upper outer cannon is hard to reach and quickly kill, and catapults on the west ledge can be easily dealt with. next, eb keep has so much crossfire, a few safe treb spots, and is so close to spawn that its just a shame to lose it. in a drawn out siege, bay is the hardest to defend due to treb spots in briar and vale in addition to the inner courtyard basically being in a pit. garr is the easiest to launch a surprise golem rush on. 1 gate is always paper. if caught in time, its defensible by 1-2 men.
tower priorities should be...
any tower the eb keep can reach w/ a treb > n towers on our bl > towers trebbable from sm > s bl towers
as blue or green, we should pretty much never lose the 2 towers with breakouts available in eb (mendon is... out there.). you can treb or mortar any siege they place from the keep. essentially the same goes for the n towrs in a bl, except garr is barely out of treb range for the gates so you have only the advantage of being really close to spawn. next, sm towers are annoying if we dont have sm. finally, enemy breakouts are stupid. somewhat necessary, but stupid and in need of a revamp.
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Post by Cosmic on May 20, 2013 15:09:46 GMT -5
BL 3 way-points vs 1 way-point in EB. The 3 way-points in our BL will cut down respond time and accessibility way more than the one in EB. In particular Bay and Hills to have fast access to the southern part of the map and be able to respond quickly. Often we have just a few players on our BL and need to be able to port quickly across sections of the map to defend in time. BL > EB > anything else
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