Why is it that in 1 of the Costume Brawl maps people are completely obsessed with capping and camping the one Center Shrine? For some reason it only seems to happen in that 1 map, and nobody actually bothers explaining to me why that shrine is so important... they just keep pinging the radar like a madman.
The only thing that shrine seems to do is give +10% damage, and -10% healing for those within cap range, which seems worse to me than the Battle Cry boost.
Question about 1 Costume Brawl map
Milennin
Liston
Quote:
Why is it that in 1 of the Costume Brawl maps people are completely obsessed with capping and camping the one Center Shrine? For some reason it only seems to happen in that 1 map, and nobody actually bothers explaining to me why that shrine is so important... they just keep pinging the radar like a madman.
The only thing that shrine seems to do is give +10% damage, and -10% healing for those within cap range, which seems worse to me than the Battle Cry boost. |
Milennin
Wow, if that's true... people are truly idiots. I figured out the points thing after my first game...o__o
FengShuiDove
I don't think it's that they don't know how the system works, they just might be unaware of the most efficient way or why it's the most efficient.
On that map, the center shrine gives as much morale as both of the outsides and lets your team stay in one place, so at the very worst your odds are 5v5. If they have people that are dead or splitting, the odds are better. It's just a convenient way to get a fighting advantage while keeping even on morale.
On that map, the center shrine gives as much morale as both of the outsides and lets your team stay in one place, so at the very worst your odds are 5v5. If they have people that are dead or splitting, the odds are better. It's just a convenient way to get a fighting advantage while keeping even on morale.
Milennin
It's true that it's an excuse to keep the group together, but I've had teams losing using that strategy. It doesn't seem to give that much of an advantage to turn it into an obsession for capping and camping it.
FengShuiDove
Well holding it isn't like a free win, but when you get a new team every game and a swarm of noobs in CB, a tactic like that can make a big difference.
HawkofStorms
Theoretically, if the other team split, caped both outside shrines and then regrouped (rather then trickle in 1 or 2 at a time to be killed by 5 people) the team that split would never lose because they'd have such a large combat advantage from the battlecry shrine (and lesser extent the energy shrine). They would kill you every time if the fight was even.
However, that's assuming the players on your team are actually any good. Considering the nooby-ness of costume brawl, that rarely happens.
However, that's assuming the players on your team are actually any good. Considering the nooby-ness of costume brawl, that rarely happens.
X Dr Pepper X
You want to cap the shrines just as much as you want to kill the other team for points.
The map and how stupid your team mates are, and they WILL be stupid decides how this is done.
Basically, cap the most efficient shrine area to defend, let them come to the shrines so you can dictate an attack on them on your own terms. This doesn't work on the Charr themed map, as it cannot be easily camped due to the vastness of the map. The shrines will act as bait to lure ppl to cap them, while your team maneuvers around baiting people to split, run, or try and cap and then capitalizing upon their positioning mistakes.
The shrines, while not the main source of your points, provides its service in luring people to cap, giving bonuses, and providing a safety net which can net you a few extra points that round.
If your team is too stupid to do this, just mob up and skirmish them until they split, run, or their assassin thinks he can solo a mob of 5.
The map and how stupid your team mates are, and they WILL be stupid decides how this is done.
Basically, cap the most efficient shrine area to defend, let them come to the shrines so you can dictate an attack on them on your own terms. This doesn't work on the Charr themed map, as it cannot be easily camped due to the vastness of the map. The shrines will act as bait to lure ppl to cap them, while your team maneuvers around baiting people to split, run, or try and cap and then capitalizing upon their positioning mistakes.
The shrines, while not the main source of your points, provides its service in luring people to cap, giving bonuses, and providing a safety net which can net you a few extra points that round.
If your team is too stupid to do this, just mob up and skirmish them until they split, run, or their assassin thinks he can solo a mob of 5.
Ratson Itamar
In fact it is the best tactic. Let me explain.
'A' Team goes to the middle while 'B' Team splits to cap the two other shrines. AT finished capping the shrine while BT1 and BT2 are only midway, which means that AT has a bonus while BT has nothing.
Here it splits into two scenarios:
1. AT chooses who it wants to attack first and rush. Let's give BT the benefit of the doubt and say that until AT arrives they both capped the two remaining shrines. BT1 that was attacked obviously couldn't handle the full fire power of AT and wiped. BT2 doesn't attack AT head on and start to cap even before BT1 is wiped. BT2 won't cap the middle shrine in time but it will slowdown AT. AT wipes BT2 before BT1 is ressed. Game Over.
2. AT chooses to stick to the middle shrine. BT1&2 attack at the same time. They have the advantage (even the higher ground for rangers). AT loses. So why going to the middle is still better? Because what I described doesn't take into account the players being human (I mean noobs). AT will still win most of the time, even using this option. Because when 5v5 noobs take it on they don't focus their damage effeciently. They spread it across. The team that focuses the most damage on least amount of targets will win. So basically it will seem like a battle of 3B v 5A v 2B. AT players will look at those like two separate groups and will eliminate one before shifting to the other. Resulting in AT win. Not as foolproof as option 1 though.
That's just my personal experience. Others may think otherwise.
'A' Team goes to the middle while 'B' Team splits to cap the two other shrines. AT finished capping the shrine while BT1 and BT2 are only midway, which means that AT has a bonus while BT has nothing.
Here it splits into two scenarios:
1. AT chooses who it wants to attack first and rush. Let's give BT the benefit of the doubt and say that until AT arrives they both capped the two remaining shrines. BT1 that was attacked obviously couldn't handle the full fire power of AT and wiped. BT2 doesn't attack AT head on and start to cap even before BT1 is wiped. BT2 won't cap the middle shrine in time but it will slowdown AT. AT wipes BT2 before BT1 is ressed. Game Over.
2. AT chooses to stick to the middle shrine. BT1&2 attack at the same time. They have the advantage (even the higher ground for rangers). AT loses. So why going to the middle is still better? Because what I described doesn't take into account the players being human (I mean noobs). AT will still win most of the time, even using this option. Because when 5v5 noobs take it on they don't focus their damage effeciently. They spread it across. The team that focuses the most damage on least amount of targets will win. So basically it will seem like a battle of 3B v 5A v 2B. AT players will look at those like two separate groups and will eliminate one before shifting to the other. Resulting in AT win. Not as foolproof as option 1 though.
That's just my personal experience. Others may think otherwise.