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PVP: Fundamentals


Kerensk's Avatar


Kerensk
07.27.2012 , 10:53 AM | #11
I'll stay away from the DPS, healer, tank argument, but I wish every pvp noob would read the warzone tips. Things can get more complex to where those tips don't apply but for starting out its good stuff.

I'd only add as a final rule that follows all of the above: if a tactic isn't working, change tactics. Good teams know to counter the tips above. I've been on too many teams that keep beating their heads against a brick wall. And you quickly learn the hardest teams to defend against are the ones that change strategies faster than you can adapt to.
The Harbinger, Piett Legacy
“It's an older quote but it checks out. I was about to clear it. ”

SweetOldBob's Avatar


SweetOldBob
07.27.2012 , 11:19 AM | #12
Excellent advice. Your only suggestion with which I'd take issue is in huttball, where you write
Quote:
Stun the enemy ball carrier,
Isn't there a problem with pumping up the ball carrier's resolve? I try to kill the ball carrier, but I only hit him with Force Stasis if he is deep in his territory and likely to be killed before going very far.
Sometimes you have to roll a hard six.

Obed, lvl 50 VR 83 Commando,
Dothan, lvl 50 VR 74 Sentinel

TheronFett's Avatar


TheronFett
07.27.2012 , 12:33 PM | #13
Quote: Originally Posted by Ragetacular View Post
Warzone Priority System by role:

DPS...Healers...Tanks
Your entire system is fundamentally flawed because you're missing a very important role: Utility. Entire specs revolve around it.

Ragetacular's Avatar


Ragetacular
08.02.2012 , 08:48 AM | #14
I was mostly writing it out for pugs and beginners. I agree that things may change depending on how coordinated your team is or if specific people take on specific roles if they are better at them. As far as utility goes? If you know your class/spec well enough to realize that you are helping your team by doing whatever it is you're doing, then I think you should keep doing it. As long as you can have utility AND watch a turret, then I'm good with it :P

Ragetacular's Avatar


Ragetacular
08.02.2012 , 08:51 AM | #15
I'd also like to stress that against any worthwhile opponents, DEFENDING IS EASIER THAN ATTACKING!!!!!

BiggDirty's Avatar


BiggDirty
08.02.2012 , 08:56 AM | #16
Your advice on playing defense in huttball is way off.

The key to defense in huttball has nothing to do with killing or attacking the enemy ball carrier. The most important thing by far is to be aware of the location of his TEAMATES, and make sure that NONE of them are in position for a pass, pull, intercede, etc..

The biggest mistake that I see in huttball by far is that people zerg the ball carrier, and then he simply passes, gets pulled, leaps, or intercedes to the goal line.

Think about it like this:

If you were playing football, what do you think would happen if you sent your entire defense on a blitz to the QB, and left everyone else wide open?

Yeah, sometimes you'd get a sac, but a QB who recognizes that you are doing this is simply going to pass immediately and then your team is completely screwed.

Obviously you still have to kill the ball carrier and his escorts at some point, but you should ONLY go full attack mode when you are positive that he has no way of quickly getting to your goal line.

SweetOldBob's Avatar


SweetOldBob
08.02.2012 , 10:57 AM | #17
Quote: Originally Posted by TheronFett View Post
Your entire system is fundamentally flawed because you're missing a very important role: Utility. Entire specs revolve around it.
I know you are not saying that killing healers is a mistake.

Could you spell out what you DO mean, because I don't have a clue.
Sometimes you have to roll a hard six.

Obed, lvl 50 VR 83 Commando,
Dothan, lvl 50 VR 74 Sentinel

kamikrazy's Avatar


kamikrazy
08.02.2012 , 12:03 PM | #18
Quote: Originally Posted by BiggDirty View Post
Your advice on playing defense in huttball is way off.

The key to defense in huttball has nothing to do with killing or attacking the enemy ball carrier. The most important thing by far is to be aware of the location of his TEAMATES, and make sure that NONE of them are in position for a pass, pull, intercede, etc..

The biggest mistake that I see in huttball by far is that people zerg the ball carrier, and then he simply passes, gets pulled, leaps, or intercedes to the goal line.

Think about it like this:

If you were playing football, what do you think would happen if you sent your entire defense on a blitz to the QB, and left everyone else wide open?

Yeah, sometimes you'd get a sac, but a QB who recognizes that you are doing this is simply going to pass immediately and then your team is completely screwed.

Obviously you still have to kill the ball carrier and his escorts at some point, but you should ONLY go full attack mode when you are positive that he has no way of quickly getting to your goal line.
It's funny when the ball carrier drops down into the pit and everyone follows him in like lemmings. That person can just pass up or leap if he's got those skills, leaving everyone behind in the dust.

Too many players lack situational awareness. This might explain why most games end up 6-0. It's actually much rarer to be in a game where it's decided by a goal or final possession, whereas in real sports this is almost always the case. When I watch soccer, I don't expect one team to completely dominate the other in terms of goals (mostly because everyone sticks to their position). All it takes is a few good players to take the match by the reins and everyone else gets left in their wake.

Ragetacular's Avatar


Ragetacular
08.15.2012 , 08:14 PM | #19
This bump was inspired by my teammate 'guarding' the side turret in civil war....

If you are the only one defending a turret, for the love of god, do NOT go run into the middle of nowhere to fight someone. Your enemies can turn invisible! (it's called 'stealth') and they will ignore you completely and capture the turret, thus making them win.

Granted we should never leave you alone and always assume you are a bad until it is proven otherwise, but I digress...

Also, your points about huttball defense are definitely good ones. Waiting for a good time to stun the enemy ball carrier is important, for that explanation I would like to direct people to the sticky post about resolve. Enemy players who are in a good position for a pass must be addressed somehow, and you explained it very well BiggDirty. My goal was to convince my teammates losing (unintentionally) 1v1 duels across the map that their energy would be of better use stopping the enemy team from scoring. :P

Himeji_Endless's Avatar


Himeji_Endless
08.16.2012 , 01:00 AM | #20
A subtle point to add to the calling for help part is to try to be as specific when possible calling for help. For example, try to call out how many attackers you see coming, although there are many times that a stealther is sneaking in too. Tonite we lost a Civil War match on the very last tick 10-0 because I called in 1 incoming and 2 people came to help and we lost the mid node at the very last moment. I should've said to send 1 person to help, but oh well, that's how it goes.

I had a tank spec guardian w/ all my cooldowns up, but didn't want to take the chance that the 1 operative that i saw actually had a stealther w/ him. I held him off w/ all my cooldowns and medpacks and shields, but they just outplayed us. That definitely was a great game w/ lots of action ... mid changed hands at least 3 times!