I think staying near ladder access points as defender is useful, after all your teammates will die sooner or later. But what I don't like is that valour pushes people away from doing other useful stuff, such as standing very close to the flag as defender or destroying doors as attacker.
I actually do hope for and strongly suggest the removal of valour.
Valour awards you for being active in combat.i have to disagree, if those people wouldnt be on the flag, it would be taken within 30 seconds.
It does not award camping flag/gate/doors/sitting on ass. And it shouldnt.
If you actively try to win either as defender or attacker and play well you have a good chance of getting valour.
People who sit on their ass while the rest of us do the work does not deserve any points.
"camping" flag is just another way to leech while watching tv.
I always try to win the round, going for objectives usually puts you right into the thick of the battle, a perfect place to get points.
If everyone did it the way i do it, it would be hard for anyone to get valour because everyone would have high score.
Only reason people get valour on siege is because their team is too passive.
i have to disagree, if those people wouldnt be on the flag, it would be taken within 30 seconds.
the problem about siege is that most castles can EASILY be defended if the whole team is on the flag, some castles are well-made and have other important keypoints, but most dont. defending flag is the most important task of a siege, also in the beginning of the round
i have to disagree, if those people wouldnt be on the flag, it would be taken within 30 seconds.
the problem about siege is that most castles can EASILY be defended if the whole team is on the flag, some castles are well-made and have other important keypoints, but most dont. defending flag is the most important task of a siege, also in the beginning of the round
You should get a x2 point multiplier for fighting inside a certain radius around the flag.
I thought I read that a conquest game mode with a more objective-based reward system was the endgame for cRPG. Then again, devs said they would rework weapon master/wpf like 2 years ago, and nothing yet. And that's an easy change; a new game mode/reward system is a big change.
For most castles, attackers can get to flag in less than 30s if all choke points (gates/ladders/etc) are free. So defenders have to keep gates closed, restrict flow through doors/gates/ladders/etc. This is by design. Good siege defense is a combination of throttling flow through choke points and defending flag. Pure flag defense only works if attackers are dumb and stream in one at a time.
This man speaks the truthim not talking about putting every single defender on the flag, im talking about having a starting backup force of defenders on the flag that probably do the most important job of the whole defence. they are the backbone of the defence and if THEY fail because they are with too little, they lose. and nobody can tell me that its possible to hold the defenders on the wall. look at what HRE does: all attackers go to one point, push through and half of them is at the flag in 30 seconds. the only thing that front wall defence does is to make sure that the flag wont be attacked from 5 sides at once, they break the enemy force in half and let them come in smaller waves. everyone that respawns can quickly close the gate. but holding a chokepoint?
Siege is like a tower defense game, you have to wear your opponent down in the most efficient way possible.
btw, castles are not build on 30 seconds but on 40-50. And yes, i have seen 1 single castle where holding flag is a secondary job. (congrats to the designer btw). its this wooden castle: