Proposal: Rethinking Siege Warfare

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nixian
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Postby nixian » Apr 15, 2009 00:39

just a little heads up to mids :)

rams are usable to keep sieging :)


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now ;) QQ less :p


ps. this ended in hibs getting alb relic to crauch

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Zippity
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Postby Zippity » Apr 15, 2009 01:00

After giving this a bit of thought, i have two recommendations for changing ranged siege weapons. The first would be to make the max distance that a treb/catapult/ballista can attack a door on any tower/keep be at be 1100 units (out of range of mushrooms but within range of regular dds, theurg pet castings, bomber spells and bolts). The treb operator(s) and the trebuchet itself will still be attackable at these ranges by a myriad of weapons (including short bows and thrown weapons for those tank/melee types).

The second recommendation would be to make the all inner keep doors unattackable by ranged siege weapons. This would make it so that a ram would be required to do the final take down of the keep.

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Musikus
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Postby Musikus » Apr 15, 2009 09:15

Zippity wrote: ... first would be to make the max distance that a treb/catapult/ballista can attack a door on any tower/keep be at be 1100 units (out of range of mushrooms but within range of regular dds, theurg pet castings, bomber spells and bolts).

little misstake of you?
within 1100 there can be still shrooms attack you
how?
well the animist has 1000 units range to plce shrooms and the shroom has 1000 units to cast itself.. so together this are 2000 units.

Zippity wrote:The second recommendation would be to make the all inner keep doors unattackable by ranged siege weapons. This would make it so that a ram would be required to do the final take down of the keep.

this solution i like...because it might end the Lame mid bridge tebuchet camping in thidranki (done from all reals to claim keep).
Last edited by Musikus on Apr 15, 2009 12:45, edited 1 time in total.
i miss my Lady....

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Runis
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Postby Runis » Apr 15, 2009 11:30

Zippity wrote:The second recommendation would be to make the all inner keep doors unattackable by ranged siege weapons. This would make it so that a ram would be required to do the final take down of the keep.


Hibernia wants easy-mode and non-combat camping seems like.

nixian
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Postby nixian » Apr 15, 2009 11:38

Runis wrote:
Hibernia wants easy-mode and non-combat camping seems like.



Midgard wants easy-mode and non-combat siege taking seems like.

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KXT
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Postby KXT » Apr 15, 2009 17:14

Its easy for hibs to use a ram because they can cast shroomstacks on keep walls, so the mids don't even get to defend much.

Without an animist adjustment any kind of siege changes would be unreasonable.

All I want as a 'mid' is a reasonable chance to do something, as Musikus pointed out shrooms can reach 2000 units from the user, they can also inch up once they have cast those shrooms and safely cast more, I see this happening even at the current treb distance. With 1 animist present we can't even defend from the walls due to shroom stacks.

In the current implementation all 3 realms are at least capable of siege and hib clearly has no issues claiming relics, if things are working for the most part in the current implementation I don't see a need for changes. Point being changing siege is much more than adjusting trebs, it has to do with the format as a whole.

I don't want easy mode non combat siege. Non combat siege is being unable to paticipate in defense due to shrooms stacks on walls and tanglers outside every door.

nixian
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Postby nixian » Apr 15, 2009 17:39

just fyi

we got 1 ani once door hit 10%

please don't tell me you cant deal with 1 ani

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KXT
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Postby KXT » Apr 15, 2009 18:44

1 ani making shroom stacks on the walls is all it takes to push us off, its pretty sad but AE mez doesn't help in that kind of situation, particularly since shrooms are easily spread around, they have too much HP to be killed, hit fairly hard per shroom, and can be easily replaced. How do you propose we deal with it? cant mez them, cant kill them, they can easily put them in places when they are fairly safe in attack or defense, they hit hard [and don't get resisted] and spread constant easy interrupts. The admins said they are going to give animists another look over so something is wrong but I wonder what the change will be.

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Zippity
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Postby Zippity » Apr 15, 2009 20:19

Yea you're right, was a mistake on my part about the cast range. I'm still in favor of lessening the range on ranged siege weapons in any case.

nixian
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Postby nixian » Apr 15, 2009 22:31

Zippity wrote:Yea you're right, was a mistake on my part about the cast range. I'm still in favor of lessening the range on ranged siege weapons in any case.



tbh it just needs to be reduced to slightly lower than cliprange so anti siege can be put up on the keep to counter the trebs

KXT i wonder why you say they have too much HP -afaik they got HP nerf and anis say they die super fast? - but there might be some bug here I don't know

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KXT
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Postby KXT » Apr 15, 2009 23:25

What about an increase to the range on anti-siege rather than reducing the range of trebs.

It takes my temp'd buff'd Dark spec SM 3-4 single LTs to kill one shroom, takes an RM 6-7 casts to aoe them to death [dark spec RMs dont get the highest AE and supp doesn't do all that much damage] and isnt even a viable option if they are spread at all [spreading shrooms is not difficult]. All it takes is 1 animist to make us unable to defend the outer door because they can sprout shrooms far faster than we can remove/deal with them [imo the problem here is shrooms being cast on walls from ground level outside the keep].

nixian
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Postby nixian » Apr 15, 2009 23:38

problem atm is trebs outside cliprange - you cant even target them while anti sieging

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Zippity
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Postby Zippity » Apr 15, 2009 23:43

nixian wrote:problem atm is trebs outside cliprange - you cant even target them while anti sieging


Yup i was going to mention that was part of my concerns as well. In addition to this, you cant set up anti siege weapons on the keep walls, and even if you did, there are line of sight issues with them preventing them from attacking all targets if the siege weapon is moved into certain spots. For example a treb can be placed to be below the terrain out of line of sight froma ny spot on the keep but the treb can still target and fire at walls/doors. I think in general this is just lack of foresight on mythic's part when designing the terrain and implementing the new siege but regardless, we have to deal with the consequences of that in some manner.

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Phileas
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Postby Phileas » Apr 16, 2009 01:41

as there are spots with shrooms being unattackable even if youre standing IN them i hope there will be a way to fix this kind of problem

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Zippity
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Postby Zippity » Apr 21, 2009 03:04

9 pm est , April 20, 2009, yet another victory for trebs on relic keeps.

An inferior ( class setup speaking) Defending force drove the attackers off initially from inner gate, then the attackers resorted to setting trebs to take out keep doors with safety. Attackers rush in keep and kill the defending force with ease, and relic is taken. That about sums it up.

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