So these new commander NPC's...
#1
Posted 15 December 2012 - 03:01 AM
#2
Posted 15 December 2012 - 03:05 AM
#3
Posted 15 December 2012 - 03:07 AM
He's bolstered my hp up to 25k. People near me have close to 40k hp
#4
Posted 15 December 2012 - 03:18 AM
#5
Posted 15 December 2012 - 03:29 AM
#6
Posted 15 December 2012 - 03:31 AM
Bloodtau, on 15 December 2012 - 03:29 AM, said:
You are pretty much getting a free tower, I don't think "crappy" is fair. If you want more than a tower, get your server's ass in gear and take more than a tower.
#7
Posted 15 December 2012 - 03:32 AM
Gerroh, on 15 December 2012 - 03:31 AM, said:
I thought they put it in as mechanic so less players could possibly be able to cope against a zerg.
guess I thought wrong. It's not that great to be fair. The zerg can still win. it doesn't really make anything easier
#8
Posted 15 December 2012 - 03:44 AM
Bloodtau, on 15 December 2012 - 03:32 AM, said:
guess I thought wrong. It's not that great to be fair. The zerg can still win. it doesn't really make anything easier
It only exists to prevent spawn camping and allow you to break out of your invulnerability zone. If the enemy is putting that much pressure against you to keep the tower against a commander NPC then they deserve to keep the tower.
#9
Posted 15 December 2012 - 05:03 AM
#10
Posted 15 December 2012 - 07:58 AM
Bloodtau, on 15 December 2012 - 03:01 AM, said:
I believe they said that it triggers when you lose your last defensive structure. Such as a tower. Supply camps do not count.
#11
Posted 15 December 2012 - 08:05 AM
Bloodtau, on 15 December 2012 - 03:01 AM, said:
It's amazing how the devs spell it out 100% and people still don't get it.
"Break Out Events are special WvW events that will happen when a team has lost control of all defensive structures, not counting supply camps. An NPC commander will appear in the team’s start area and an event will start that prompts players to gather around."
#12
Posted 15 December 2012 - 08:07 AM
#13
Posted 15 December 2012 - 10:15 AM
Tellia, on 15 December 2012 - 08:07 AM, said:
- 20% health buff to those nearby.
- Champion + Veteran NPC (and they are both seriously tanky.)
- A ram that is labelled as a normal one but we decided definitely deserves to be Legendary - it took fire from 2 Catapults plus an Arrow Cart and was still above 75% health when the gate went down.
- 2 Catapults, 2 Arrow Carts & 1 Ballista.
- A bunch of Sanctuary style bubbles on the siege, that block projectiles and last for much longer than the Guardian skill.
It is stoppable (TC stopped one in our BL earlier) but you're going to need quite a few upgrades, siege and defenders to do so.
Edited by Aetou, 15 December 2012 - 10:16 AM.
#14
Posted 15 December 2012 - 03:42 PM
Bloodtau, on 15 December 2012 - 03:29 AM, said:
But it's the tower closest to you. You know, the one most PvDers make absolutely sure is maxed up overnight so it can server as a stopper to any server trying to break out?
Though I wouldn't mind him continually spawning when the Outmanned buff is up.
#15
Posted 15 December 2012 - 06:07 PM
Reisa, on 15 December 2012 - 03:42 PM, said:
He keeps spawning until the tower is taken - and really rather rapidly. We had about 20 people attacking and a similar number of defenders dug in with crazy amounts of defensive siege and we only got the door to about 20% before the Commander died. We started dropping our own siege to finish the job but about 5 minutes later got a call from the spawn saying the Commander was already back there and waiting to go again. 10 people went back, got him, and about 3 minutes later he was back at the tower dying on the ballista with us. (We took it eventually of course, just had to resort to doing 25 yard portal bombs to slowly break past each line of guns.)
#16
Posted 15 December 2012 - 09:14 PM
#17
Posted 15 December 2012 - 09:47 PM
Aetou, on 15 December 2012 - 10:15 AM, said:
Maybe it is scalable? We stopped two in a row in an unupgraded tower with very little siege and not a huge superiority of numbers. Perhaps the trick is to take out the enemy players and not the NPCs/siege. Although the catapults, ballistas and carts didn't seem to be so strong. I didn't personally try hitting the ram.
We lost to the third wave though - they just keep on coming.
Edited by Bottoms_Up, 15 December 2012 - 09:49 PM.
#18
Posted 15 December 2012 - 10:14 PM
#19
Posted 15 December 2012 - 10:15 PM
#20
Posted 17 December 2012 - 08:22 AM
#21
Posted 17 December 2012 - 12:23 PM
It means that its really not worth devoting huge amounts of manpower and supply into upgrading and defending the two southern towers. It is still worth capping them if you can do it cheaply (in terms of siege and manpower), but its not worth defending them if a spawn attacker decides to trigger a breakout event. We just let the attackers take the south towers any time they want. Wait for the bubbles to go down and kill all the siege. We try to control the southern supply camps with gank squad play (guerilla hit and runs, ganking players running supply back and forth. With no supply camps they can't siege up the towers or build long range siege so we cat down the walls from ruins (south west tower) or far enough out of arrow cart range (south east tower). If they want to take it back, we let them. It costs us between 10 and 20 silver a pop.
This only works if we have roughly even or greater numbers. If they burst out of spawn with a massive army and we can't handle the numbers then we have to go keep defence I guess.
#22
Posted 17 December 2012 - 01:12 PM
#23
Posted 17 December 2012 - 01:31 PM
#24
Posted 18 December 2012 - 07:01 AM
Another time a huge SoS zerg just flocked to defend the tower so we pretty much gave up, and the NPC commander really isn't that strong I saw him go down easily.
But all in all I'm glad Anet is doing something to help with the blatant population imbalance.
Edited by Beastgate, 18 December 2012 - 07:01 AM.
#25
Posted 18 December 2012 - 11:19 AM
Pyraeus, on 17 December 2012 - 01:31 PM, said:
Wat
#26
Posted 18 December 2012 - 07:26 PM
I think in most circumstances they are effective, providing the opposing team is not seriously invested in preventing the breakout as we were.
Attached Files
#27
Posted 18 December 2012 - 08:37 PM
#28
Posted 19 December 2012 - 02:51 PM
Teeliee, on 18 December 2012 - 11:19 AM, said:
Wat
#29
Posted 19 December 2012 - 04:42 PM
Gerroh, on 15 December 2012 - 03:31 AM, said:
Yeah we hold those towers well for 20 minutes! Woowoo! Then of course we get hit by a zerg of 50. Our 10 don't stand a chance with out real defense against that. So now we get people hopping map to map doing the event. Also we have people standing at the event trying to get it to go and asking for others while we have the tower in question. No matter how much you explain to them what he will do they will still stand there.
#30
Posted 19 December 2012 - 07:34 PM
Wotah, on 19 December 2012 - 04:42 PM, said:
Gerroh, on 15 December 2012 - 03:31 AM, said:
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