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Before I start out, I would like to clearly describe Costume Brawls to the best of my ability. The ultimate goal of Costume Brawls is to ether:
- Out-cap your opponent.
- Out-kill them.
Ultimately, the most one-sided fights you will ever see is usually a by-product of what happens when one team ends up with superior moral control AND killing power dominance within the match.
Now if this is the case, how can a team improve their chances of reaching this level of dominance? Well the answer is slightly more complex that requires circumstances that constantly change within a match. The following should be learned in order to succeed as a team within Costume Brawls.
Here are the facts:
1: When one person moves to a shrine area, one tick of control becomes active. When each person from the same team enters a control point area, one point is added on to this control level. Simply put, 1 tick of control per person. The maximum control level is four.
This means that if you have five members at a control point with no enemies in sight, it is wasting time to have 5 members there. Essentially, you have one person shutdown, doing nothing productive for the team when this is the case. That fifth member could be capping another control point. So why not just split the team 1-1-1-1-1 always? That's five shrines being capped at once! What's the point of sending making 3-2 or 4-1 teams?
2: Well the answer to the previous question is: The more people of the same team at a control point, the more physical dominance your team carries over that control point. What do I mean by physical dominance? Well, for example, if you have 3 people running to a control point and the opposing force has only 2 people running to the same control point, your team has the better odds of winning a potential fight at said control point. It would be in the opposing team's best interest to just let your team have that control point instead of giving 2 points to the your team in hopes of taking that control point. Basically killing and deaths are more important to create and avoid than control over a control point.
So how can your team manipulate this aspect to your advantage? Well you need to know what shrines are most important to your team at any given time. Usually the Battle Cry control point is constantly fought over because it provides the best overall bonuses to the team. It allows your team to cap faster, allows your team to choose when you want to enter and exit combat, allows your team to deal more damage, and it allows your team to use their skills more efficiently. So send in more people to that control point more than another control point, usually. Also physical dominance comes into play when you are in a fight for a control point.
3: The more people within the capture radius of a control shrine, the more control ticks for a team will show up. For example, team A with 3 members at a control point will have a total capping speed of 3 ticks. However when all of team B, which consists of 4 members, enters the control area of the control point, the total of 3 ticks drops down to 0 for team A and 1 tick for team B; 4-3=1. So while the battle is going on between the two teams, team B is already capping that shrine, it is very efficient to capture control points this way. So why not do this all the time, move all your team within capping area and just fight it out within that area? Well the answer is that, when that happens, your team's movement gets restricted (since you want to get that 1 tick of capture speed) so your team is more clumped up and more overall vulnerable to attack.
Also, it is worth noting that some maps have less physical dominance at control points during a given point of time than other shrines. For example, it is worthwhile on the jungle map with the temple to send 4 people to the left, towards the energy control point and one 1 person to the right, towards the health control point. Why? Shouldn't it be split up 3-2? Well the reason why I feel it is more beneficial to send a 4-1 team split than a 3-2 split is because the health control point has no nearby control points that the opposing force has easy access to. They could cross underneath the bridge to get to your one teammate, but your team of four can intercept this attack from the energy control point. Also, your team at the energy control point will always have ether equal or more physical dominance than the opposing force, ether ensuring 2 control points capped and only 1 for the opposing force or a battle for the energy control point that relies on which team has the better skill level. The only downside of doing this is that you would have less amount of players moving towards the battle cry control point, meaning your 1 man would have to try to cap the opposing force's health control point, which isn't all that bad. Why isn't it that bad? Because, when the fight over the Battle Cry shrine happens, your team will have efficent energy capabilities, +240 health to play around with, and a 5 to 1 ratio of moral capping speed to the other team. Anyway, this is an example of what physical dominance can play on a map.
4: How to take advantage of killing and avoiding deaths is a bit more complicated than moral control. The best way to assure this is to only fight fights that you know your team can win. Some general things that can be quickly assessed before entering a fight to ensure victory would be:
- The team that has the more players within a fight has a better chance of winning.
- The skill level of the opposing force compared to yours.
- Where the opposing force's other split team is located can be detrimental to your team's fight (the closer they are, the less likely you will be able to win, depending on if they react quickly enough).
- Where your team is in correspondence to your position (the closer they are, the more of a chance of winning, if they react quick enough).
- Where you can retreat if necessary, do you have any exits?
- What classes would you be fighting.
All of these general things should be flying through a person's head when considering whether or not to pick a fight.
Conclusion
So essentially there are benefits to mobbing, most physical dominance possible. And there are benefits to splitting, most moral control possible. The trick is to find the needed balance.
NOW THAT WE GOT THAT COVERED, we should relate this information to the map at hand:
The Beach Map
Why Mobbing the Center Shrine is a Good Idea
The only time a team should be mobbing the center shrine in this map is when the opposing force has a less body count to your oncoming team, or if you think you can take out the opposing force with sheer effort of skill. Now considering this is CB, where most people don't know how to interrupt or what it even means to kite, my money would be that there is a greater chance of losing if you try to win out of sheer skill.
Why Mobbing the Center Shrine is a Bad Idea
The center shrine alone offers no bonuses to your team. The only thing that the center shrine offers is extra moral. It is basically 2 cap shrines in one. This is beneficial on this map when you have the Center Shrine and an outside shrine capped; preferably the Battle Cry Shrine. Why is this beneficial? It is beneficial because, chances are, you will have 2 shrines capped, to his one. This means that you will be receiving 3 moral to his 1. This is a significant moral advantage. The pressure will be on the opposing force to cap better.
However, if you start a match and one team sends all their chickens to the center basket to camp there, all the opposing force needs to do is to cap the outside shrines in order to keep the pressure off of capping. Each team will be generating moral at the rate of 2 moral ticks per second. However, the benefit would lie to the team that has the 2 outside shrines capped since they will receive actual benefits from these shrines. When this happens a sweep can occur, if the force that is camping the center shrine doesn't do anything about it. How does the potential wipe happen? When all five members of the outside shrine controllers decide to attack the center shrine in force (all members at once). They will have the advantage over the force that decided to just camp the middle shrine, the outside shrines will provide the team with bonuses that exceed the bonuses of the center shrine. It is statistically easier for the team with the outside shrines to win the fight against the center shrine cappers.
Well I see people try to do this and they fail miserably at it! Well that is because those teams generally don't attack the center shrine in force. They send in packets of 1 to 3 man teams against a full team of 5. Who do you think is going to win that fight constantly?
The only time this strategy fails is if the center shrine team far exceeds the opposing team's skill level, beyond the benefits that the outside shrines can give a given team. Rangers, Mesmers don't interrupt anything. Warriors, Dervishes, Assassins can't kill anything. Monks and Ritualists don't use their skills well. Elementalists, and Necromancers don't stop damage or deal support damage. Basically this strategy fails only if a team utterly fails.