Thought I would make a thread for this, it's one of the new features and changes from live that I think is completely underutilized at the moment. I also see almost no one talking about it, or taking advantage of it in game and there are some serious problems I have found after specifically trying to "test" siege whenever I could.
As a tool to stop spawn camping, it works very well... perfectly even. However it runs into some major issues when the range of the siege can be used abusively and not for it's intended purpose. The biggest offender right now being battle for praag.
In BFP there are 2 aoe cannons setups at the WC, but they also have full reign over the objectives that come after mid, and the chokepoint where you must run up through to get there. While virtually no one is doing it yet, having 2 people quickly get on cannons before the other team pushes up from mid (if you lose the initial fight) is down right cheesy. The other team gets chunked for 900-2400 damage twice every 3 seconds and it's basically a guaranteed wipe.
Arguably Phoenix Gate suffers from the same problem, tho both sides have equal access to the seige in the middle. And they aren't completely protected by WC guards like the praag SC. Not sure how I feel about this one, but it could go either way.
Perfect examples of siege implementation would be Mourkain Temple, and Doomfist Crater. The siege in these scenarios only help if you are being spawn camped and do not obstruct the scenario itself it played correctly.
Feedback on siege in scenarios
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Feedback on siege in scenarios
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Re: Feedback on siege in scenarios
actually in 2/10 battle of praag scs ive done yesterday 1 time i saw someone doing excactly that but i didnt know what he was aiming for running back so early
i knew he gonna loose that first fight
cuz as 90% of all scs we had no heals ;( or guards given ;(
so we lost obv but he was going for that cannon and gave us some kills atleast
next sc i saw him again
and followd him and ye double cannon prevents ppl going "upwards" to last bo
and i noticed u can even shoot nearly into the middle bo
which is pretty heavy if ur zerg comes down right side and u still spam dat cannons into middle bo
i knew he gonna loose that first fight
cuz as 90% of all scs we had no heals ;( or guards given ;(
so we lost obv but he was going for that cannon and gave us some kills atleast
next sc i saw him again
and followd him and ye double cannon prevents ppl going "upwards" to last bo
and i noticed u can even shoot nearly into the middle bo
which is pretty heavy if ur zerg comes down right side and u still spam dat cannons into middle bo
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Re: Feedback on siege in scenarios
The cannons can be easily healed through, hence no one uses them effectively in rvr

Re: Feedback on siege in scenarios
No one uses them in rvr anymore because they gutted the contribution towards RR gains, those people moved onto gank groups since it's now more lucrative. AoE cannons damage doesn't scale by players hit in RvR either, and there is no heroic defender buff?
a good hit on bfp does around 1800 damage, theres 2 cannons to man and that's getting pumped out every 3 seconds. hardly fluff damage that is easily healed through.
a good hit on bfp does around 1800 damage, theres 2 cannons to man and that's getting pumped out every 3 seconds. hardly fluff damage that is easily healed through.
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Re: Feedback on siege in scenarios
Amen! i've wasted FAR too much gold on those things, they do nothing as they are now. #WheneverDontCareAnymoreJaycub wrote:No one uses them in rvr anymore because they gutted the contribution towards RR gains, those people moved onto gank groups since it's now more lucrative. AoE cannons damage doesn't scale by players hit in RvR either, and there is no heroic defender buff?
a good hit on bfp does around 1800 damage, theres 2 cannons to man and that's getting pumped out every 3 seconds. hardly fluff damage that is easily healed through.
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Re: Feedback on siege in scenarios
I already changed the cannons in BFP to single target ones seeing as only Destruction had AoE ones. I could also simply move the AoE cannons far back enough to effectively to deter spawncamping in a controlled range.
I think there's enough risk versus reward in Phoenix's Gate; I feel it's flawed overall how you can climb the Destruction side hill they're on, though. I'd move these cannons back, too.
I think there's enough risk versus reward in Phoenix's Gate; I feel it's flawed overall how you can climb the Destruction side hill they're on, though. I'd move these cannons back, too.

Re: Feedback on siege in scenarios
The cannons in BFP were set up that way because the Empire Cannons perform a line attack, but the Chaos Hellcannon is ST, because it fires in an arc. Changing them to ST will increase the bias towards Order.RyanMakara wrote:I already changed the cannons in BFP to single target ones seeing as only Destruction had AoE ones. I could also simply move the AoE cannons far back enough to effectively to deter spawncamping in a controlled range.
I think there's enough risk versus reward in Phoenix's Gate; I feel it's flawed overall how you can climb the Destruction side hill they're on, though. I'd move these cannons back, too.
Re: Feedback on siege in scenarios
There are two ways to get to the fourth flag!
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