So I was in thid today

If you need support, you can get help here!
Hotaka
Warder
 
Posts: 60
Joined: Jan 17, 2011 06:20

Postby Hotaka » May 24, 2011 19:25

When all of a sudden a zerg of hibs shown up to fight our 4 defenders at ck, then 3 animists (Muzele, Baldystee, and Ordervz) started spaming pets behind the closed doors on ground targets they couldn't possibly have line of sight for, first in the middle of walls from outside the keep, next when first door was down they put them on the inside of keep before that door was down too and im just curious if this is working as intended or jst 3 _ _ _ _ _ _ _ _ exploiting bugs. They did not kill me btw as I didn't want to give rps for that kind of play. Thanks for any answers guys :roll:
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image

Raynor
Game Master
Game Master
 
Posts: 22
Joined: May 08, 2011 21:24

Postby Raynor » May 24, 2011 21:53

are you complaining because of the number of hibs, or the fact that they (according to you), were abusing bugs?

also: screenshot or it didn't happen

User avatar
Austerim
Alerion Knight
 
Posts: 2743
Joined: Dec 15, 2010 16:27

Postby Austerim » May 24, 2011 22:31

You can shroom through windows. :wink:
[3:10pm] <myrmidon^> You have to be a c*** to be awesome at daoc
[3:10pm] <myrmidon^> that's what I learnt
[3:11pm] <Frosty_> then why does austerim suck
lordgriffon wrote:Oh by the way... ever seen a group of 8 smite clerics? Or play against a group like that? I have. Absolute devastation. The group that runs up against them can't kill them fast enough because smite clerics have sooooooo many tools at their disposal combined with decent ranged damage with 8 of them dudes doing it!

Hotaka
Warder
 
Posts: 60
Joined: Jan 17, 2011 06:20

Postby Hotaka » May 25, 2011 16:03

Haha some of that post is raging by outting some names, but I was mainly (complaining) about trying to defend a keep in thid when animists are casting shrooms into the interior without having to take down the door first, when ever I played animist on this server I always casted my pets to ground targets I had vision of and didn't know you could somehow "get around" that. I always got ground target not in sight can't make shroom message. It was also a question if this play is ok or not, its kinda hard to explain so I do wish I got some ss as those would have helped a lot to explain the situation (kicks myself for 2nd time not taking ss). But basically it was impossible to mount any kind of defence at the walls because pets were being chain cast right where the defenders are supposed to stand to have even vision of the attackers, in the "safe" location on the wall, or inside the main keep, while doors are physically preventing them from getting to us inside, and even though they did little damage and spread out thier damage they would constantally inturpt all casters who even got close to being in line of sight of *any* of the attackers, which was the whole reason for them useing this "tactic". For instance they would be in courtyard next to ram while ram was still being used on the inner (2nd door) and casting pets on both the roof of the keep and behind the third door (where the oil used to sit in new frontiers). Now that I think about it that might be one good thing about old frontiers keeps, never seen animist putting pets on walls before taking down the first door hehe.

Hope this post clears up a little bit what im talking about and thanks again for the responces guys. Also lol at complaing about being a too many hibs :D, I got a nice chuckle out of that. In daoc rvr it's always "the more the merrier" to me :wink:
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image


Return to Support

Who is online

Users browsing this forum: Google [Bot] and 8 guests

Sunday, 11. May 2025

Artwork and screen shots Copyright © 2001-2004 Mythic Entertainment, Inc. All rights reserved. Used with permission of Mythic Entertainment. Mythic Entertainment, the Mythic Entertainment logo, "Dark Age of Camelot," "Shrouded Isles," "Foundations," "New Frontiers," "Trials of Atlantis," "Catacombs," "Darkness Rising," the Dark Age of Camelot and subsequent logos, and the stylized Celtic knot are trademarks of Mythic Entertainment, Inc.

Valid XHTML & CSS | Original Design by: LernVid.com | Modified by Uthgard Staff