Man, dont forget about collision, CC, SNARES, SNARES, SNARES. I really want to ask you did you play in organised wb 24 vs 24+? If yes, i want to know your guild, nickname please. ROR RvR tacticians are doing their job in RoR RVR conditions. Its not IRL.Luth wrote:Something likeroadkillrobin wrote:So what are you sugesting we do with our warband guild?
Pretty much the only thing that keeps us and I bet several warbands guilds aswell in the game i that we like to play together as a unitPlaying together doesn't mean that you have to hold the hand of every single warband member. Any army IRL would be destroyed in virtually every situation, if led by RoR RvR tacticians.Spoiler:
Patch Notes 31/1/2017
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Re: Patch Notes 31/1/2017
Phalanx/Zerg
Atrocob - Engineer 40/50+
Kuporoz - BW 40/50+
Larkuz - BO 40/50+
Larkus - Mara 40/49
Komet - SH 40/54+
Fellow - BG 40/40+
Uglic - Shaman 40/50+
Atrocob - Engineer 40/50+
Kuporoz - BW 40/50+
Larkuz - BO 40/50+
Larkus - Mara 40/49
Komet - SH 40/54+
Fellow - BG 40/40+
Uglic - Shaman 40/50+
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Re: Patch Notes 31/1/2017
In some cases yes . in others you would be suprised what u can see some times when people cordinate the zergs to achieve a succes maneuver agaisnt the enemy.Luth wrote:Something likeroadkillrobin wrote:So what are you sugesting we do with our warband guild?
Pretty much the only thing that keeps us and I bet several warbands guilds aswell in the game i that we like to play together as a unitPlaying together doesn't mean that you have to hold the hand of every single warband member. Any army IRL would be destroyed in virtually every situation, if led by RoR RvR tacticians.Spoiler:
some examples
Trafalgar 2.0: 1 week ago in kadrin. destro moved from tunnel in a long line seeking clash with order zerg near wc ,ignoring the small groups in hardwater. the small groups charged and break the destro line, in the confusion the order zerg overcome the spearhead and saved the small groups . the outcome the tail of destru zerg flee to cadiz(warcamp keep).
Cannas 2.0: 3 weeks ago in caledor . destru had 140 aao . the pugs wbs hold midle valley road to keep , order blob begin tearing the midle slowly with bombing . the wbs of lnmm and phalanx in both sides flanked and attacked the order zerg. enveloping the zerg and surround end. the order zerg was murdered.
Re: Patch Notes 31/1/2017
The groups in a warband can't adapt to a moving target?roadkillrobin wrote:Thats asuming that the defending warband arn't moving.Luth wrote:Something likeroadkillrobin wrote:So what are you sugesting we do with our warband guild?
Pretty much the only thing that keeps us and I bet several warbands guilds aswell in the game i that we like to play together as a unitPlaying together doesn't mean that you have to hold the hand of every single warband member. Any army IRL would be destroyed in virtually every situation, if led by RoR RvR tacticians.Spoiler:
That's actually assuming that the warband members are mindless zombies, who need every step to be controlled by an overmind with simple commands, because they can't adapt to new situations in a dynamic combat environment.
Re: Patch Notes 31/1/2017
You make 4 groups of double mara, chosen, bo, dok, zealot.roadkillrobin wrote:So what are you sugesting we do with our warband guild?
Pretty much the only thing that keeps us and I bet several warbands guilds aswell in the game i that we like to play together as a unit (and Hoa screaming Chop Fasta!)
My only joy with this game is making warband compositions based on AoE synnergies and try them out.
Beavers, Invasion, Phalanx, Feruer (sorry if i missspelled your name again) LNM, Chlopi, Bitterstone, Radiant Knights, CNTK, Fatal, Nazgul probobly missed a dusin.
I bet share simular concerns.
Make 4 group leaders, mark them, then just push in 20 yards apart.
If you are order use Slayers/WL.
The Zerg is a community issue, you will not force the community stop. They will just zerg badly or not play. Making things complicated just grinds everything to a halt. People stop playing and then the player driven content in RoR just stops.

- roadkillrobin
- Posts: 2773
Re: Patch Notes 31/1/2017
Your tactic example didn't explain that, it was demonstrated as attacking a stationary target.Luth wrote:The groups in a warband can't adapt to a moving target?roadkillrobin wrote:Thats asuming that the defending warband arn't moving.Luth wrote: Something likePlaying together doesn't mean that you have to hold the hand of every single warband member. Any army IRL would be destroyed in virtually every situation, if led by RoR RvR tacticians.Spoiler:
That's actually assuming that the warband members are mindless zombies, who need every step to be controlled by an overmind with simple commands, because they can't adapt to new situations in a dynamic combat environment.

Re: Patch Notes 31/1/2017
Really i dont think that the RoR player match this description. Ofc mostly ppl will try to get the higest reward by the lowest effort, but this doesnt means that they will left game if things get more complicated... what if they improve their gameplay??Zanilos wrote: The Zerg is a community issue, you will not force the community stop. They will just zerg badly or not play. Making things complicated just grinds everything to a halt. People stop playing and then the player driven content in RoR just stops.
Re: Patch Notes 31/1/2017
That was my fault then as i thought that this abstract jpg can be easily associated with the RvR situation in RoR by everyone. I will try to find a gif or webm next time.roadkillrobin wrote: Your tactic example didn't explain that, it was demonstrated as attacking a stationary target.
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- Posts: 11
Re: Patch Notes 31/1/2017
That's a dank meme.emiliorv wrote:what if they improve their gameplay??
It's about effort vs reward as you said, but not just in current game-play.
Altering to a 6-man combat system is far too difficult/time consuming for joe average.
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Re: Patch Notes 31/1/2017
emiliorv wrote:Really i dont think that the RoR player match this description. Ofc mostly ppl will try to get the higest reward by the lowest effort, but this doesnt means that they will left game if things get more complicated... what if they improve their gameplay??Zanilos wrote: The Zerg is a community issue, you will not force the community stop. They will just zerg badly or not play. Making things complicated just grinds everything to a halt. People stop playing and then the player driven content in RoR just stops.
Name a time that has happened previously that has made people improve.
We had issues in the past where people would struggle 24vs24, so they made 36vs24. Then alliance vs 24. Then alliance + pug vs 24.
When the pug associates winning with a group of players. Good luck making them **** off. Without getting banned that is.
Right now any player with any common sense will find the best small groups, and just shadow them. AOE dot the same **** the small group hits and take the DBs.

- peterthepan3
- Posts: 6509
Re: Patch Notes 31/1/2017
So let's just dumb down the potential of this game, so as to appease joe average who doesn't have rez/guard on his action bars because 'he's a DPS!'CommissarG wrote:That's a dank meme.emiliorv wrote:what if they improve their gameplay??
It's about effort vs reward as you said, but not just in current game-play.
Altering to a 6-man combat system is far too difficult/time consuming for joe average.

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