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Messages - UnholyRolyPoly

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301
Suggestions Corner / Re: Remove Large Maps from NA Siege
« on: October 14, 2013, 11:29:43 pm »
I think it's easy to see that the VAST majority of people agree with this.  (Current vote is 18-3 in favor of smaller maps)  I've played a good bit of NA2 as well as EU2 because I was Fallen.  The big maps are great on EU servers because there are so many people.  Think about it like this....  If you have a relatively large map with 25 people on each side.... it's pretty easy to defend 3 points.  The flag, maybe the wall/gatehouse, and another entry point.  So the long walks between those points aren't really that big of a deal because there are enough people to at least cover them and delay the attackers. 

However take that same map and play it with 18 people......  That's generally how many I see on NA2.  Now you have 9 per team to cover three entry points that are stretched out over a very large map.  Typically it's impossible for the defenders to cover that large of an area because there isn't enough force at any given location to do anything.  So what generally happens is either A) the defenders try to hold various points like the gatehouse and a single guy can easily ninja the flag or B) the more likely scenario is that everyone just camps the flag.

Another problem is the re-spawn aspect.  Large castle maps on EU are fun because no matter where you respawn there is a legitimate fight close bye.  However on NA2....  it's nothing more than a pain.  You respawn in this huge map.... the entire fight is typically taking place at the flag... it's just flat our boring.  It's a chicken and the egg thing.  People don't play siege because there aren't enough people to actually make it interesting. 


302
I took screenshots throughout the battle because I wanted as much intel as possible.  I assumed it would take several armies to take this castle and the only images we had were top down.  Therefore I was going to use this opportunity to build an AAR (After Action Report.)   
(click to show/hide)

At this point the battle had begun.  As you can see they were sniping us from the walls.  The interesting thing about this castle is how wide the walls are.  Their ranged had plenty of room and were not at all limited to the towers.  This first orders Kesh gave were to build 4 catapults.  In the next series you will see we took down the center wall and ladder spammed the right wall.  If you look at the original pictures the right wall is sealed off from the rest of the castle.  Once we took it.... we gained a nice foothold that was very hard to take back.
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As you can see the catapult had taken down the center wall and we capped their flags on the right wall.
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Kesh tried to build a Forward spawn in front of the breach... we tried to protect it but they were able to break it.
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The Battle was pretty much localized in the breach and the stairwell to the right at this point.  We did open up a second breach with the catapults but I don't think I have any good pictures of it. 
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The first successful forward spawn was built on the far right wall.  PErfect placement (great job engineers) on the roof of the tower.  They tried once or twice to put siege ladders to it but never even attempted more than a half ass push.  (2-3 guys)  Thus our Forward Spawn was safe and the course of the battle shifted in our favor.  It seems to me that if they made a directed effort to break that spawn they might have been able to hold out a lot longer. 
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Because of the New Forward Spawn we pushed them away from the breach/stairwell and never even came close to loosing either.  Most of the fighting took place in the courtyard for a short time.  Then they retreated to their last remaining wall and tower.
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At this point I noticed the archers having a field day from the center tower.  Meaining....  I got killed by an archer from the center tower lol.  We would eventually take the rooftops and that tower before finishing off their last wall.  Personally I feel like Occitan made a huge mistake allowing us to easily take those rootops especially the highest one.  I'm not an archer.... nor am I an experienced strat player.... but as a 2h...  I was a lot more comfortable knowing our ranged held those positions.
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The fighting became pretty bogged down at the stairwell.  They surged... we surged... it was a good fight.
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I took a few more overhead shots given the new status of the castle.  Again I was collecting intel so we could assualt the castle but... no need lol.
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By this time they had one wall left.  Their pikes were stabbing us from above.  Everytime we managed to take the stairwell they took it back.  We pushed.... they pushed... it was gridlock for the most part until we got a few more forward spawns up and started ladder spamming the tower on the right of the stairwell.  They managed to push us back a few times but we eventually secured everything but the last part of the wall. 
(click to show/hide)
We built a new forward spawn in the breach and I think it cut down on our run just enough to get us the extra push.  Once again... the engineers won this battle.
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Now it's almost over.  It's nothing but a stout and bloody fight.  It took us a little while and we even surged over their flags a couple of times.  But they managed to push us back.... until we finally finished it.
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The final blow was a ton of ladders spammed over their remaining wall.  We just kept pushing them from both sides and eventually we capped their flags. 
(click to show/hide)

I didn't even manage to take a final screenshot.

Keep in mind these weren't action shots.  I was trying to capture as much information as possible.  But....  Kesh did such a great job commanding the battle.... that we managed to cap their flags and walk away with something like 7000 troops and god knows what gear/gold.  Congrats to everyone in the FCC. 

303
Suggestions Corner / Re: Remove Large Maps from NA Siege
« on: October 05, 2013, 01:50:35 am »
I added a poll. 

304
Suggestions Corner / Remove Large Maps from NA Siege
« on: October 04, 2013, 06:07:47 pm »
NA has a smaller player base than EU.  Most of our people focus on battle and as we all know.... siege is pretty much dead.  However there is a small dedicated group who continues to play siege.  But the most I've seen on the server in the last six months was probably 30 people.  When two teams of fifteen fight it out over a ridiculously huge map guess what.... people quit and go play NA1.  Most of the time you get some nice action on siege.  Then you come across a massive castle map and it's over.  Either the teams spread out after the initial engagement trying to ninja the flag meaning there is very little combat or all of the fighting happens at the flag.... in which case you have to walk through a gigantic map just to get to the fight.  It's just boring.   I've played a good bit of siege on EU and it's great.  There is usually 50+ people on.  Those very same maps are a lot of fun because it's about taking and securing points.  But NA siege isn't equipped for that.  The small maps play very similar to EU because the fighting is condensed. 

We don't need a large map rotation.  We don't even really need new maps.  Just remove all of the large castle maps altogether.  Most of the wooden castle maps are fine.  If you do this.... it will actually make siege playable with the average 20 people on the server.  Just put it to a vote or try it out.  NA people complain about large maps every single time they pop up because we don't have the player base to attack and defend so many points. 

Just my two cents.  Thanks. 

Edit-  BTW.....  a double XP Friday once a month would go a long way toward revitalizing siege.  Especially if you fix the map rotation. 

305
General Discussion / Re: How did you come up with your Gamer Name?
« on: October 04, 2013, 05:52:09 pm »
I wanted something that was totally ridiculous yet had a nice sound to it.  Thus...

UnholyRolyPoly

And I've never had a problem getting that name on any game... any site... anywhere. 

For those of you who don't know a "RolyPoly" is a harmless insect that when picked up tends to curl into a cute little ball and protect itself. 

306
any status on the http://infinitum.dyndns.org/crpg/calc.htm character builder? I like it alot better than the russian one.  Any chance of getting it hosted on cRPG webhost?

Same.  I've been waiting for it for a while. 

307
Strategus General Discussion / Re: The Top Five Kills FCC Fight 9/29/13
« on: September 30, 2013, 06:54:28 am »
K Lumetta You've been paid
Nergui Paid
GoW_PistachioNuts Paid
Method Man Paid
Cyranlue Paid. 



As far as I know that's everyone.  Thanks. 

308
Strategus General Discussion / The Top Five Kills FCC Fight 9/29/13
« on: September 30, 2013, 06:53:21 am »
The top five kills receive 50k a piece.  Thanks for attending.  Please put up stones for the trade and I will accept them.  The winners are....

Cyranlue_BRD 65 kills
Lumetta_the_Berserk 60 Kills
Method_Man_Holliday_Aow 47 Kills
GoW_Pistachio_Nuts  44 Kills
Nergui  39 Kills

(Nergui and Duckles were tied for the fifth spot but Nergui had a better KD)

Message me UnholyRolyPoly_BlackCompany on the CRPG site when your stones are up and I'll make the trade. 

Also.....

There was an offer for 10k for the top five on the scoreboard.  I believe everyone's been paid but here's the screenshot.  If you are top five in score and you didn't get your money just PM me on the CRPG page. 

visitors can't see pics , please register or login


309
General Discussion / Re: It's "5x" and not "x5"
« on: September 15, 2013, 12:07:17 am »
It's usually x1 for me

310
General Discussion / Re: If you could steal Players
« on: September 03, 2013, 06:28:08 pm »
1.  SmilingDemon_BlackCompany....  One of the best shielders in the game IMO.  Patient, versatile, fast.
2.  Oohillic_BlackCompany....  Ridiculous pole stabber.  Probably the best Long Spear fighter in the game. 
3.  Vandal_BlackCompany....  Sneaky good.  Most people don't realize he's an excellent duelist.  Very versatile as he is destructive with a pole axe, xbow, and 1h alike. 

311
General Discussion / Re: Hottest player in C-RPG
« on: September 03, 2013, 05:34:31 pm »
(click to show/hide)

I was drunk on the bayou at a friends wedding (Ash_BlackCompany.)  My beautiful wife took the picture.  Great night...

312
General Discussion / Re: NA2
« on: August 08, 2013, 03:09:47 pm »
Could we start getting some double XP weekends on NA2?  How about taking out most of the huge castle maps?  Those might work on EU2 but there is a steady 60-80 people.  Part of the reason NA2 is dead is because you will hit these gigantic castle maps with 30 people on..... it's a win for the defense every single time. 

I think NA2 can be revitalized.  But it needs to start with smaller and simpler maps geared to a smaller player base. 

313
General Discussion / Re: Good by guys
« on: July 05, 2013, 05:33:43 pm »
Archery in general is far more effective now than it was before the patch.  The typical NA fight consisted of two massive blobs of INF meeting in the middle of the field wherever that might be.... and then some dude with a weird face running from five guys for two minutes to close the round.  Now the INF must respect the ranged.  Now both sides are holding for a few minutes in strategic locations.  I'm a 2h and I love the patch.  I'm glad archers got buffed.  It's more realistic. 

315
I'm a relatively new player (6 months.)   I have zero problem with any of the systems or item balances.  Looms are another carrot to dangle for new players.  If you remove them from the game you will ruin the game.  First and foremost Looms encourage everyone to retire because people who want to try out different classes want to do so with Master work gear.  Without them you will REALLY destroy the games balance and make it ten times more difficult for new players to be a part of it.  Instead of encouraging players to retire and re-class you will have a bunch of super high level players running around murdering everyone.  What hurts new players more?  Being level 16 and fighting a level 30 with fully loomed gear or being a level 16 and fighting a level 34 without gear.....?   We all know what a difference those few extra levels make.  I've retired twice and have no intention of doing it again.  At level 30 my KD was fairly even on my current build.  I hit lvl 31 and all of the sudden I'm killing twice as much as I die on average.  I would rather face an entire army of fully loomed lvl 30's than the same number of unloomed lvl 33's.  My build at lvl 30 wasn't complete.  Now at 31 it's much more well rounded and the difference is incredible.  I can't imagine what level 34 and 35 must be like. 

BTW only so many people will have the desire to work their way into this game.  Player skill is one of the most important aspects to this game.  Not everyobody who plays it is all of the sudden going to love it and play forever.  My brother and I joined about the same time.  He was boored in a few weeks and tired of getting killed over and over again.  I was not.  He's playing something else and here I am totally addicted to CRPG.  Nothing you do to balance the game is going to change that.  Nothing is going to attract people who aren't overly competitive to this game.  People who play this do it because they love to win.  They love the feeling of going one on one to clutch a x5 and beating their opponent.  Not everybody is into that kind of intense gameplay so why change the balance of the game?  It won't do anything good for anybody. 

If you want to attract new players to this mod I suggest two things....  One is implement a few more variations of DTV.  My brother and I began playing DTV and I never set foot onto Battle until I joined the Fallen.  Come up with some new and interesting Player vs AI modes which will attact new players.  Second is add some sort of RP town level to the game.  Add an element where players go onto a fixed map server and buy things like houses and other RP elements.  I don't know how difficult that would be but it would go a long way to attracting new players to the server.  It doesn't have to have any combat related elements or anything complex.  It just needs to be something fixed. 

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