Quote:
Originally Posted by elk
Whoa - wait a sec. You're winning more than half of your matches and concerned? I'd say you are adapting and overcoming what you're up against quite well (nice btw).
I do question the win percentage on the Kurzick side (or maybe I'm a worse player or have poor luck because I'm sure not coming up with a 100% win ratio on the Kurzick side )
|
heh, I probably have just been lucky enough not to get infamous kurzick teams which are half leechers and the other half wammos
. But really I have yet to have a fight that was truly close on the kurzick side. On the other hand the majority of luxon fights is won in the brink of time. The worst that has happened as kurzick is that the inner gate get breached, but luxons still didn't manage to get near the target. As long as you spam the hell out of calling the luxon turtles even the dimmest kurzick teams will get the idea to go after them sooner or later, and once you get at least 1 turtle out of the picture I've never had too much troubles. When I'm luxon the way kurzicks lose are either by ignoring the turtles or by splitting their forces up instead of defending together. Thankfully, the kurzicks do that often enough to allow me a comfortable chance of victory of about 2/3 matches. The good thing about the luxon side is that 1 or 2 good players if they get going can generate a lot of inertia and get their turtle group inside the first 2 gates in around a minute. Unfortunately its partially luck, if the kurzicks manage to stall you a minute more they usually have enough to for their side to retreat and have their whole team ready to defend inside. The first 2 minutes of the game really are critical because of this.
Quote:
Originally Posted by elk
Two things there - It sounds as though there isn't any pressure (other than a sin) that can move you from the ledge and that just doesn't sound right. Casters and Ranged are your only concern prior to the gate falling and then after it's down (or opened) it becomes a free for all (as to who can pressure you). I just go back to your 60-70% win ratio - folks have to be dealing with this on some level since the final push through green is often supported by the turtle groups (overwhelming numbers again). The second comment is in relation to the gate being down. I've always found that once folks can advance through the 2nd gate, it's rather difficult to stay at that ledge. Folks push past down the stairs to green gate or to the center npcs. With players pushing to the center, you can get separated from your teammates (basically poor positioning). If they can pressure you directly and you move from the turtle's aggro, it'll advance through the 2nd gate. If they attack green directly there's always the possibility of loosing a gatekeeper or two in the process making it difficult to stay at that ledge.
|
The reason luxon's can win is specifically because kurzicks _dont_ screw up the turtles. If kurzicks were doing that every time I would bet my win rate would plummet to 30% or lower. When you occupy that turtle you take so much killing power away from the luxons and give your side so much more time to react to enemies and protect npcs. Honestly caster's really can't touch a ranger up top. They have 100 armor vs elemental, if hurt they can back off out of spell range and heal up, and if the turtle isn't under constant healing its going to die pretty fast. in theory once the gate is broken the luxons can go around and kill the ranger, but then we are faced with the problem of the average FA'ers intelligence. They c-space and that's that. On the off chance someone does figure out that they should kill you the turtle is usually dead by then. Now, if you really, really wanted to you could make a build dedicated to getting rid of the ranger from the bottom, but in maybe 90% of the fights there isn't going to be a ranger, I'm just using it as a demonstration of how easily the turtles are disabled.
Quote:
Originally Posted by elk
I did imply it is useful for moving them. So for our Savannah Heat example, the AoE range is nearby (2nd ring) therefore ample enough to cover a good portion of the ledge. I'm assuming you're gonna move out of it and that the caster will continue to pressure you causing you to retreat/heal or stay on the turtle and risk respawn. All I'm trying to suggest is that you don't need to kill them as much as you need to move them (allow the turtle to pressure the gate or a chance to move). This also excludes other aspects such as snare for when the person moves away/back to aggro the turtle, castable blocks on the turtle, shutdown and so on (I know it's impossible to cover all aspects in one toon but they've all been common factors I've run into making the turtle shutdown more difficult).
|
Savannah heat alone is going to do nothing to a half decent ranger (and I think I can assume they are decent, they are smart enough to go for turtles after all). At most it will get 1 hit unless the ranger fails to notice the huge fire display on their screen. Now if the ranger is water snared, you will do quite a bit more, but then you still have to deal with their 100 armor against elemental. And I have yet to see someone carry such a build. Not that there is any need to really, outside of myself the number of times I have seen kurzicks smart enough to distract turtles can be counted on one hand, so I can't fault people for not knowing how to stop it. Everyone is too occupied bringing counters to the stupid bond monks instead.
Quote:
Originally Posted by elk
I do disagree with the amber aspect in that you can continually wear down and separate assaults (trapping players or separating them makes them easier to deal with). I've found that as long as I can maintain a mine and don't have to continually re-take it before running amber, I can often return it in time to repair the gate they just broke (so it often feels like they would break say outer purple, I'd fix it, I'd grab more amber, they'd break it down again and I'd be returning just in time to fix it again – using movement buffs of course).
|
Ehh, I don't bother with outer gates that much. Considering how hard it is to stop the turtle that far out and how you are risking the other side being breached and the luxons getting past the main gate before you can react to defend (very very bad). If you had stayed to defend that gate instead of run amber you could very well have killed them, saving your npcs and sending them back to spawn for another 10 seconds. Constantly killing luxons like that can help a lot, it ensures they are running in at a trickle instead of in waves. If you just make the npcs respawn ontop of the luxons they are usually killed very fast and will barely slow them down a bit, though it sometimes catches them by surprise. As a luxon though, I can't count how many wins are because the kurzicks were messing around running amber or defending the outside while my group was going straight for the kill. It's absolutely vital that as soon as the outer gates are breached you be ready to fight the center battle.
Quote:
Originally Posted by elk
More so though is that it's a spawn point which is even more valuable than the amber itself (at least in my opinion). Using the "U' map allows me to determine where a majority of them will be spawning and which side will need more support (or fixes). It also plays directly into the staggered attacks I've mentioned a few times. Based on the Savannah example for the Kurzick side, I'd toss as much hate into all 3 mines trying to control/maintain them and rinse/ repeat so that most folks would spawn in the far back (or spend their time chasing me/taking mines instead of pushing). This amplifies your comment about final pushes at green gate (10sec reinforcements vs. 25sec) or amplifies how difficult it is to maintain pressure. Limited numbers are easier to deal with.
|
It also exposes you out in the front (being the only kurzick on the luxon radar tends to draw some aggro), and there is the chance that your team will be outmatched without you back in base. It works in a pinch if you can tell your team is ok on their defense without you for a few minutes, but I would say that if they are so incapable as to be unable to hold onto their mines the game should be yours no matter how you play it. IMO, the big reason I don't do this is you have to capture both mines for it to make the luxons spawn further back. The time it takes to do this can easily let luxons get an advantage inside the kurzick base. Remember that if the luxons die and you are attacking the mine, you are gonna have to face them, and there's a decent chance that they can take you out. On the other hand, if the luxons aren't dieing that means they are probably winning the fight in your base, which is very very bad. You also definitely can't defend both mines, so the next luxon to spawn can retake one and then you are back to having nothing.
Quote:
Originally Posted by elk
The comment about a 10sec time frame to get back to green relates to the comments made about team pushes versus staggered pushes. You're right - if you respawn and get back into the Kurzick base and the team has been held off/ minimized, than it's best to wait for the next wave (although most folks keep throwing themselves to the fire). The 8vs8 aspect is all good if it stayed that way - generally though you've got the 2 turtles, 10 Lux Wa's and the 8 players (once you're at green, folks don't come out much to aggro turtles for the reasons mentioned above about team separation/ bad positioning and overwhelming numbers/odds).
|
Yeah, if the luxons get their turtles inside the 2nd gates you can be in trouble fast. A good kurzick team should be preventing that the majority of the match, but when it does happen is when the game starts getting fun. The problem being that the luxon healers will definitely be looking out for the turtles as much as possible, and the turtles have decent defenses as it is. If the luxons have ALL 8 warriors too, thats a really bad situation. Fortunately luxon healers usually can't watch the warriors too well, so you have to target them first. After that you are usually best off putting heavy degen on the turtles while putting the rest of your pressure on the monks. Best thing to do of course is to just not get in that situation. If a turtle makes it past the 2nd gate line everyone on the team should be attacking either it or whatever might heal it.