| Kendama |
02-14-2014 06:22 PM |
Quote:
Posted by Demrow
(Post 452819)
Umm dude it's 'cheating' in my eyes when a guild has people to block the only entrance to the flag. It's 'cheating' to have people just sit there around the flag and block you from hitting it. I understand these are good strategies for the flawed system but it doesn't make it fun.
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Well sorry but that's your opinion and it's not true. Blocking off areas is a part of towering. Yall are getting to technical, think about the names. They are called towers and they are called forts. They are meant to be defended and to keep enemies out of. Not just to play a flag game the whole time. That wasn't the way they were designed.
Sure it makes me mad when a lagger blocks somewhere and can't die, or back then when someone could chat block for like a whole 30 seconds before dying, but that was then and now it is fine. If you ARE skilled, like me, you know exactly how to get pass blockers or to use it to your advantage when attacking.
Quote:
Posted by Demrow
(Post 452844)
Was waiting for Thallens piece of ****, worthless comment. Maybe the more people post about it the better the chance they'll do something. You send me the link to all the ideas I named
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Go away don't run around shoving your opinions down peoples throats saying your right
Quote:
Posted by ufoburan
(Post 452791)
I agree with number 1. Usually numbers are what get you to take a tower but that can also not always be acurate. I have seen like 36 ppl try and take Sardz from a defending guild of like 7 and fail massively because of cheap and or illegal blocking techniques. The other issue is Afkers you could have 23 defenders but if only 3 are defending odds are not in your favor to keep the tower. I have seen that happen more than once. Don't get me wrong the more ppl you have the better.
The other big problem with numbers is keeping them. How many times have you recruited ppl then they go off line 2 minutes later? I would say other than MOD or Castle (which seems to have an endless supply of noobs for SON to recruit) its very hard or impossible to keep your numbers up when defending. This is one of many things I see most if not all guilds do wrong. I have seen a few guild leads be smart enough to run out and start recruiting when numbers start to drop a bit,but not very often. Usually ppl just afk and let the numbers dwindle till there is next to know defenders then some other guild easily runs in and takes over the tower.
2.I don't really see skill as something that is needed for towering. I'm not saying it doesn't help,but any noob can sword spam at a flag. So IMO it only helps if your defending and low on members.
3.what Organization? You know how many times I have seen guilds fail because ppl don't listen? Even my UFO has failed time and time again because people want to do their own thing. Let me know if you can ever find a single guild that can actually keep players out of the Flag room and defending to keep attackers from getting to the flag.
Yes it does happen but never for long. Sooner or later ever one ends up in the flag room or AFK. If you go and look at every single tower you can see that in one way or another they are set up so you can have ppl posted in certain spots to defend and keep ppl out of the flag room. Which is how it should be but that almost never happens. I have seen some guilds more effectively defend certain towers than others like Swamp for example by putting and keeping blockers by the stairs coming up from the water. However, I still don't get why ppl aren't smart enough to post defenders by the entrance to the respawn room to at least make it harder for ppl to even get into the re-spawn room with the 2 pools. Would it not make sense to put things in the way to slow down or keep ppl from attacking your tower instead of just 10 ppl basically having a circle jerk around the flag spamming until they get attacked? The same strategy could be used at any tower. Putting defenders as far out as possible to block and fend off attackers but again that never happens.
4.I think this one goes with organization. I have seen time and time again guilds fail because ppl take for ever to show up when "regrouping" to take a tower and usaully by the time everybody does show up 2-4 ppl have gone afk,and the defending guild has gotten more members. So instead of scouting the other towers you end up wasting time attacking over and over as more and more of your guilds members start afking or going off line.
In short towering is very disorganized,nearly impossible to get a good number of ppl,keep them on,active,and inside your tower. Then getting them all to listen to your commands,to stay in their spots and defend from attackers coming in,or just to get them all to show up in a timely fashion and attack all at once and continually until you are successful in taking over a tower.
So basically towering is a big pain in the ass
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And you aren't very educated in the different guilds either then. Organization plays a huge role; I know this for a fact as a guild leader. If you have organized subguilds with leaders who keep up with their sub members and give them ranks and stuff, you are much more powerful (Used to be that way for me, and I've been in Cruxis and stuff where they did that.)
Skill also plays a huge role. Say my guild Voyage is defending york, and we do have a good amount of noobs as well as experienced players. The noobs will surround flag, most ready to spam sword if we get attacked. However, the experienced players will move forward to set up an advanced defense that will deteriorate the enemies large attack, almost preventing them from getting a lot to the flag.
Or, you could say we are attacking castle, experienced members can pk enemy defenders while avoiding getting hit in the flag room. They will keep enemies dying, instead of just running in and quickly getting taken out like noobs do.
I could go on forever with everything I have learned over the years. Towering is multi-dimensional, there are SEVERAL factors to both attacking and defending.
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