Fix the fort maps in AB
Charlotte the Harlot
Currently on the deep luxon and kurzick maps if the attacking team is in the base and the gates get repaired while their inside theres no way to get out aside from waiting for the enemy to open the gate or waiting for a team mate to blow it open. My suggestion is to let the attacking team either operate the gate lock from inside or be able to use the teleporers on the walls, the other 2 teams are not normally reliable enough to break you out.
Tyla
The problem really resides within the players, as you stated towards the end of your post.
I mean, I understand what you mean considering alot of the players in AB are pig ignorant and don't give a flying shit about the other teams, and tell them to cap even when they won't bomb the gate open for you.
/Halfsigned, I'm still thinking of my final judgement on this.
I mean, I understand what you mean considering alot of the players in AB are pig ignorant and don't give a flying shit about the other teams, and tell them to cap even when they won't bomb the gate open for you.
/Halfsigned, I'm still thinking of my final judgement on this.
Arduin
Erm... isn't that like... the whole idea? Trapping your enemy inside your own fortress so you can easily kill them off one by one?
Charlotte the Harlot
Quote:
Originally Posted by Arduinna
Erm... isn't that like... the whole idea? Trapping your enemy inside your own fortress so you can easily kill them off one by one?
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the Puppeteer
dont the teleporters work for both sides? I thought they did
anyway - just clean up the forts npcs and go suicide
anyway - just clean up the forts npcs and go suicide
defect
Just use the teleporters on the walls
Tyla
Quote:
Originally Posted by defect
Just use the teleporters on the walls
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Div
If AB wasn't such a complete scrubfest, then it wouldn't matter. But it is.
defect
Quote:
Originally Posted by Tyla
They don't work.
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crazybanshee
There's an easy way out. Run up towards the base defender. In a few seconds you'll res outside. Problem solved.
Kanyatta
As others have said, if it's that big of an issue, just go suicide. There's no repercussions for dying besides waiting 9 seconds to respawn.
Turbobusa
Quote:
Originally Posted by holymasamune
If AB wasn't such a complete scrubfest, then it wouldn't matter. But it is.
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I don't want to be be fixed, I love trapping people inside I mean it is pretty obvious you're going to get trapped, if you stay inside you really deserve it...
moriz
Quote:
There's no repercussions for dying besides waiting 9 seconds to respawn. |
Sigma Onkoron
The idea for the forts is to defend were you are. Trapping them inside helps you defend your base. That and AB really is kinda (no offense) full of scrubs. If you had a "decent group" (haha) you should be able to kill almost everyone in AB. But getting a decent group in AB that's a joke in itself. (no offense)
/notsigned
/notsigned
GourangaPizza
/notsigned
if you attack the base with only 1 gate bombed, you're clearly brave or suicidal.
if you attack the base with only 1 gate bombed, you're clearly brave or suicidal.
Kawil
Actually...I've been in games where they've both worked and not worked. I don't know if it's a bug or what but when I can't use them...I like to lure sins or warrs up there...makes for a great barrier as they tele out out there, lol.
spyke136
the point of being deep luxon/kurzick is fighting an uphill battle. you've pushed their forces deep into their territory and are attackign inside their base...and you want it to be a fair fight? cmon...
/notsigned
/notsigned
Sigma Onkoron
Quote:
Originally Posted by spyke136
the point of being deep luxon/kurzick is fighting an uphill battle. you've pushed their forces deep into their territory and are attackign inside their base...and you want it to be a fair fight? cmon...
/notsigned |
This is true. Pushing them back means your doing something right. Meaning you should be able to beat them in there base. But watch for the base defender. again.
/notsigned
Don't get trapped inside.
pumpkin pie
you deserve to be trapped inside if you do not plan carefully
player should not attack the fort without securing the outer perimeter first or a good plan. you are ALWAYS suppose to secure the outer perimeter.
go into the fort for one reason only. to give your foes extra things to worry about, you don't go in there and then can't kill off the 2 x warriors and 2 x rangers and then get out safely.
you are suppose to secure the outer perimeter because then your opponent will have to use the teleport to go outside, and when they do, they will want to capture the closest (usually if they do not look at the U MAP) shrine first, which is the two shrine that will give you the gun powder to blast open the gate. by which time you should be outside of the fort to recapture those shrine again, and guess what? get the gun power and re-enter the fort once more.
strategy :P and above all LOOK AT YOUR U MAP. if the outside is overrun, and you are still inside the fort .... I have nothing more to say. but point and laugh.
LASTLY: have fun if you loose you loose, laugh and FIGHT TO THE DEATHHHHHHHHHH!
player should not attack the fort without securing the outer perimeter first or a good plan. you are ALWAYS suppose to secure the outer perimeter.
go into the fort for one reason only. to give your foes extra things to worry about, you don't go in there and then can't kill off the 2 x warriors and 2 x rangers and then get out safely.
you are suppose to secure the outer perimeter because then your opponent will have to use the teleport to go outside, and when they do, they will want to capture the closest (usually if they do not look at the U MAP) shrine first, which is the two shrine that will give you the gun powder to blast open the gate. by which time you should be outside of the fort to recapture those shrine again, and guess what? get the gun power and re-enter the fort once more.
strategy :P and above all LOOK AT YOUR U MAP. if the outside is overrun, and you are still inside the fort .... I have nothing more to say. but point and laugh.
LASTLY: have fun if you loose you loose, laugh and FIGHT TO THE DEATHHHHHHHHHH!
Robbert Monga
Quote:
Originally Posted by defect
Yeah they do.The teleporters in both forts work for both teams
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On Ancestral Lands - yes. Kanai is bugged. I reported it long ago, but nobody cares.
on the topic: I think inside gate switches should be usable by either team like in GvG, but teleporters should work only for defending team.
Bulletdodger
As people before me stated , the point of those fort maps that the attacker has a hard time.
/not signed
/not signed
The Meth
If you are in their base why aren't you capping and holding the juicy shrines in there? Its one of the most desirable spots in the map and you want to throw it away? One balanced team in there + shrine advantage can easily hold out against another 4 person team, and more likely you won't face a real team but 1-2 players constantly zerging you and giving points. If the other team actually groups together to take the shrines from you then you can die with the satisfaction that they were forced to mob just to take their own base back while the rest of the map is left relatively undefended. Either way you should be winning if you can make them fight for their own shrines.
Charlotte the Harlot
After some more research and what has been posted in this thread canyon is bugged so teleports dont work there for the attacking team but they do work for the attacking team on ancestral. Its clearly stupid to give luxons an advantage like that, no reason not to fix the bug. The defending team has a huge advantage with or with out the opposing team to be able to get out.
illidan009
...Today I was playing(im kurz) and we were winning at first(probably due to mob kills...) Then a minute later we were suddenly down by 70+...some luxon blurted out "lulz i love trapping kurz inside fortress"...
So yea, fix this shit b/c it sux monkey balls.
So yea, fix this shit b/c it sux monkey balls.
Bulletdodger
Quote:
Originally Posted by illidan009
...Today I was playing(im kurz) and we were winning at first(probably due to mob kills...) Then a minute later we were suddenly down by 70+...some luxon blurted out "lulz i love trapping kurz inside fortress"...
So yea, fix this shit b/c it sux monkey balls. |
But the teleporters need to be fixed.
Red Sand
Two thoughts: Enemy teleporters should NOT work for bad guys inside the good guys fort. Going into the enemy base should have it's risks: getting locked in is a big one. If there is a Bug, it's based on the teleporters letting the bad guys out, and if this is the case on AL, then it should be addressed.
Now, the failure of the gates to open for the bad guys from the inside is NOT a bug, it's the way they were designed. Getting inside and not getting trapped is a matter of tactics: Either you accept that you can get locked in with one door blown, or you take precautions and blow two or more doors before you go in.
My team got locked in a fort once. We're smarter now.
Now, the failure of the gates to open for the bad guys from the inside is NOT a bug, it's the way they were designed. Getting inside and not getting trapped is a matter of tactics: Either you accept that you can get locked in with one door blown, or you take precautions and blow two or more doors before you go in.
My team got locked in a fort once. We're smarter now.
upier
I was at the Luxon fort map the other day and I got stuck IN the door. (It closed in the moment I was in the passing through.)
I had to wait for my team to open the door again so that I could move forward.
So, I'd say to fix the bugs first BEFORE thinking of changing the rules.
Edit:
Getting stuck "into" the door doesn't make sense.
"In" the door makes more.
I had to wait for my team to open the door again so that I could move forward.
So, I'd say to fix the bugs first BEFORE thinking of changing the rules.
Edit:
Getting stuck "into" the door doesn't make sense.
"In" the door makes more.
Zahr Dalsk
Bad enough player to not figure out suicide = bad player.
We shouldn't be giving bad players free tickets out, we should let them figure it out.
/notsigned
We shouldn't be giving bad players free tickets out, we should let them figure it out.
/notsigned
Lex
Quote:
Originally Posted by Charlotte the Harlot
Currently on the deep luxon and kurzick maps if the attacking team is in the base and the gates get repaired while their inside theres no way to get out aside from waiting for the enemy to open the gate or waiting for a team mate to blow it open. My suggestion is to let the attacking team either operate the gate lock from inside or be able to use the teleporers on the walls, the other 2 teams are not normally reliable enough to break you out.
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Jetdoc
If they simply fix the teleporter in Kanaai, I think that the forts work fine. If you get trapped inside, you should expect some deaths (it's part of the risk/reward)...but at least a mad dash to the teleporter should be able to save your butt.
Tyla
Quote:
Originally Posted by Rafal
Every time I attack Kurzicks' fort (I'm playing Luxon side) I escape from fort by using Kurzicks' teleports - they ALWAYS worked for me. So I see no point in this post.
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Cebe
If you get locked in the base just take your anger out on the Base Defender. He'll set you free.