Um, Mech up?
Um, Mech up?
Looking Uber > Being Uber
Takes 2-4 seconds to see someone AVT'ing.. giving them all the advantage?
Takes the same time for you to Mech. By the time you're almost there, they're either attacking you, so you can't finish Meching, or you finish and get a full alpha in your face.
Fair is fair lol.
I'm casting "Physical Dominance" on you as a kind of kinky thing
... also quite proud of being suspended from Lemmingnet.. for... not slacking?
GOOD ONE.
Don't be lonely anymore.
None of which change the fact that AVT/APT is a way too easy option for defenders.
Attackers WILL always die in greater numbers than defenders.
Defenders WILL always be able to re-AVT/APT quicker than Attackers.
Defenders get grace periods and cannot be stopped from AVT/APT'ing
so again, fair is fair?
Just a couple of thoughts on the subject;
An org cannot take a field with Mechs alone* .. How come they can defend one with APT/AVT alone?
Their should be some kind of effort involved in attacking/defending bases? Twinking a character = Effort, AVT/APV = Effortless!
(* mechs prolly can take a field, but it would take hours)
Prouver que j'ai raison serait accorder que je puisse avoir tort.
How many advantages should a defending guild get? quick turnaround, grace turreting, alpha capable weapons, no twinking required..
3 people duel logging 2 gimps each can fend off 8+ attackers indefinitely. Too high an advantage, in my opinion.
lol, should have an age limit on forums, 12+ ;p
The question I'm asking myself from this post is:
Do you REALLy think in any intended implementation of Notum Wars that FC envisaged a single team of toons being able to destroy and capture a tower site?
In the years since NW was launched the relative power of toons has increased by several factors, while towers haven't changed at all. This 'mech bug' would seem to be a way to force attackers to have a significant force to take a site even if they hit it during an odd timezone when noone is supposedly logged in.
In my mind, the advantage should always lie with the defenders. The attackers should have to be significantly more powerful to take a site, not log a few heavy twinks and take it down in 10 mins. It makes owning towers worth a bit of epeen, and helps keep the shifting of sites a little more static. If you went to the trouble of getting it, you should get an advantage keeping it.
I'm casting "Physical Dominance" on you as a kind of kinky thing
... also quite proud of being suspended from Lemmingnet.. for... not slacking?
GOOD ONE.
Don't be lonely anymore.
The way I see it, it's not the grace period that is the problem. The problem is when 10 people attack a field and 5 people in omni med defend. The 10 people have no problem killing the defenders in their turrets but these 5 people can just run back and do it again and again and again.
It's not really a question whether or not its possible to take down a base when people "defend" it like this. The question is, is the game better without this or with this kind of gameplay?
I say the game is better without it. At least a toned down version of it. Let people do it once but if they get killed then give them a big nice cooldown for their mechs. If it didn't work to defend the base the first time then mindless zombie repetition just to annoy the attackers shouldn't be the natural fall back strategy.
Also lets not forget that defenders can get into their turrets uninterrupted. The attackers have towers attacking them so they need to get wrid of all aggro before they can mech up. Attackers also need to be far enough away from the defenders to be completely out of sight because if the defenders in their mechs can see you meching up then they can just keep you under attack so you can't mech up.
This kind of meching is just irritating and is designed for one purpose. To buy time and hope the wargas ends before the attackers can take it down. When it comes to strategies for buying time, this kind of meching is quite possibly the lamest strategy possible because it all is based on basically just exploiting the wargas mechanic. No better way to ruin a good PvP atmosphere than that. Just pure game mechanic wanking.
Last edited by Wrangeline; Apr 23rd, 2009 at 05:05:37.
Veteran of Equilibrium
Veteran of Equilibrium
6 mechs cant take down avts? seriously....you are doing it wrong then...try using a caller, should help a lot. And the turrets are ok, everyone should have a chance to do pvp even if they dont lose nights twinking their chars. move on.
Funcom hire me as Content Designer !!
Oh noes I spended all my birthday money and maxxed my grandmas credit card making my uber pvp toon but I still gets killded! Waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
Co-ordination and tactics. The only 2 words you will ever need to win Notum Wars whoever has the superior of these two factors will always win. Granted the zone in APT/AVT up tactic is easier but as you have demonstrated it is the superior one. Try a little misdeirection and distraction techniques if you are having issues planting beacons, or do what has already been suggested, plant your beacon before the battle starts.
Also.. I love the misconception that to be able to pvp at all you need to be supar ubar. At most TLs all you need is a decent ammount of NCU. At TL4 towers I used to run out with my Gimpy NT just to p**s people off. Keeping the enemy forces rooted until our propper twinks arrived was always fun (I love hate-tells). Also my Advy at TL5 was never particularly well equiped but performed pretty well in the battlestation when it first arrived could even stand toe to toe with some of the uber twinks.