Mass Shrooms on Tower Walls?

Talk about your RvR experience here
User avatar
devilsfury
Warder
 
Posts: 60
Joined: Feb 18, 2009 01:00

Postby devilsfury » Mar 16, 2009 12:54

Last night the hibs were trying to take back their keep. No problem there. We were 6 and there were 3-4 random Mids there trying to defend one of the towers. 2 fg Hibs were sieging. No problem. Next thing we know there is a mushroom farm all over the tower walls so we cant even come out to defend. Now we already have to deal with the fact that there is NO limit on mushrooms but being able to put an unlimited amount on the walls so we cant even come out of the tower to defend is just stupid. They really need to fix the amount of shrooms and them being able to put them on walls. That was just lame. Anyone besides animist believe this is BS?

User avatar
massivmampfer
Phoenix Knight
 
Posts: 1387
Joined: Feb 06, 2006 01:00
Location: Hibernia (Bremen)

Postby massivmampfer » Mar 16, 2009 13:01

I participated there and i play an animist myself.

1. The Mushroomcount was ok. There is a limit of 30 Shrooms in an 1500 radiant. And im sure it was not more then that.

2. Placing Shrooms on towers and walls is a tricky thing. It needs some precious seconds (I for myself need sometimes 15 seconds to find perfect place for groundtarget on walls/towers). You need to place Groundtarget in a place you can see it. As long as this situation is given and range is not higher then 1000 units its ok. In case of walls and towers it is allowed.

User avatar
panachier
Banned
 
Posts: 2267
Joined: Apr 04, 2006 00:00

Postby panachier » Mar 16, 2009 13:23

massiv you need some practise... you need no time, maybe 2 or 3 seconds

just use the mouse to place it.

and 30 mushrroms in a 1500 range is just ridiculous, no limit would have the same effect.
<img src="http://www.fallenearth.fr/daoc/daoc2.php?player=Panachou">

User avatar
vangonaj
Alerion Knight
 
Posts: 2497
Joined: Sep 14, 2007 00:00
Location: Galpen

Postby vangonaj » Mar 16, 2009 13:56

If animist has his pets, bonedancer need them too :D

User avatar
massivmampfer
Phoenix Knight
 
Posts: 1387
Joined: Feb 06, 2006 01:00
Location: Hibernia (Bremen)

Postby massivmampfer » Mar 16, 2009 14:17

@ Panach: Seems like you never played an ani before. So plz...try yourself...its not as easy as you think. Even if you use the mouse. Its just hard sometimes to find the correct place, especially when you have problems finding line of sight. Maybe other anis do better but as i said i need sometimes UP TO 15 seconds...and i played Void Eld and TWF Warden before and used groundtargets :)

User avatar
Raton
Myrmidon
 
Posts: 196
Joined: Mar 03, 2007 01:00

Postby Raton » Mar 16, 2009 15:09

panachier wrote:just use the mouse to place it.


It's a bit apart from the topic but how do you do that please?
<img src="http://metty.the-bart.org/other/daoc/sig.php?name=Ratonne&s=29"><img src="http://metty.the-bart.org/other/daoc/sig.php?name=Ratempo&s=29">

User avatar
Murax
Eagle Knight
 
Posts: 800
Joined: Mar 13, 2006 01:00

Postby Murax » Mar 16, 2009 15:12

besides of the amount there is another huge thing you cant deal with.

Very often the shrooms arent attackable in melee and that is really annoying, even when they are placed in open field.

The answer from a GM was: we know this bug but can not fix it atm....


Well maybe I should call for a not attackable Berserk in melee?

I wonder what the staff is going to do against this?

User avatar
massivmampfer
Phoenix Knight
 
Posts: 1387
Joined: Feb 06, 2006 01:00
Location: Hibernia (Bremen)

Postby massivmampfer » Mar 16, 2009 15:13

While pressing the groundtarget button you can control the GT with your mouse instead of your cursors. In that case you can determine the direction by moving mouse left or right and distance by moving mouse up/down. If you want to change the height of the GT you use your mouse wheel.

Btw Murax: You can still send pets on top of towers. Staff is already working on these issues i think. And players can become nearly unattackable by jumping around wildly -.-

Rontti
Myrmidon
 
Posts: 72
Joined: Feb 02, 2009 01:00

Postby Rontti » Mar 16, 2009 15:28

massivmampfer wrote:While pressing the groundtarget button you can control the GT with your mouse instead of your cursors. In that case you can determine the direction by moving mouse left or right and distance by moving mouse up/down. If you want to change the height of the GT you use your mouse wheel.


Keep GT-key and right mousebutton pressed to move the GT.

User avatar
poplik
Phoenix Knight
 
Posts: 1710
Joined: May 02, 2006 00:00

Postby poplik » Mar 16, 2009 16:42

I am sure it's easy to ignore 30 mushrooms nuking you

...
NOT
Vids:
Unicum I - youtube
Unicum II - youtube
youtube channel

User avatar
devilsfury
Warder
 
Posts: 60
Joined: Feb 18, 2009 01:00

Postby devilsfury » Mar 16, 2009 16:54

massivmampfer wrote:I participated there and i play an animist myself.

1. The Mushroomcount was ok. There is a limit of 30 Shrooms in an 1500 radiant. And im sure it was not more then that.

2. Placing Shrooms on towers and walls is a tricky thing. It needs some precious seconds (I for myself need sometimes 15 seconds to find perfect place for groundtarget on walls/towers). You need to place Groundtarget in a place you can see it. As long as this situation is given and range is not higher then 1000 units its ok. In case of walls and towers it is allowed.


30 mushrooms X 100-130 damage per pet every few seconds. Um....it was insta death to any of us who even tried to come out to defend. Its an I WIN button. Seriously is a game breaking element according that the rvr of the game has scaled to keep sieges. People cry about having the animist only having 6 pets like it is on live and every free shard but Uthgard. Even then 6 pets can do 600-780 points of damage in 1 second. Most everyone has less than 2k hp fully buffed. Game breaking? Seriously

User avatar
Clarex
Myrmidon
 
Posts: 99
Joined: Dec 21, 2008 01:00

Postby Clarex » Mar 16, 2009 17:31

30 shrooms in 1500 range. for ALL animists. so its the same if there is 1 animist or 10 animists. just 30 shrooms.
dont know why you dont try to attack directly the first shroom? if you let them place so much shrooms. its not an fault of the amount of shrooms. it was just your fault.

User avatar
massivmampfer
Phoenix Knight
 
Posts: 1387
Joined: Feb 06, 2006 01:00
Location: Hibernia (Bremen)

Postby massivmampfer » Mar 16, 2009 18:35

hard but true^^

Gerbald
Phoenix Knight
 
Posts: 1546
Joined: Jul 01, 2005 00:00

Postby Gerbald » Mar 16, 2009 19:58

Casting mushrooms on a keep or tower from below is also a Bug.
It is not possible on live, but possible on Uthgard.
I posted the Link before.
Go, Animists, exploit that Bug while it lasts.

So why did the Animist place the Mushroom on the Tower?
Because he could!

EDIT: Even while in Combat, Animists can build more shrooms faster than people can destroy them and the mushrooms deal damage and interrupt everyone. Even my Level 35 Animist can and level 50s can do even better.
So telling people to attack the first shroom is silly, more and more shrooms will show up and they interrupt and deal damage and more come and you die and the Animist does not break a sweat.

User avatar
massivmampfer
Phoenix Knight
 
Posts: 1387
Joined: Feb 06, 2006 01:00
Location: Hibernia (Bremen)

Postby massivmampfer » Mar 16, 2009 20:13

attack with ae and shrooms are nothing but crappy weeds.

Besides casting Bombers on high placed targets is not possible on live...thats true for all kind of pets (except theurg?).

Placing Shrooms on towers and walls is possible on live too...only thing you need to cast is LOS and 1000 range.

Next

Return to Realm versus Realm

Who is online

Users browsing this forum: No registered users and 68 guests

Thursday, 15. 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