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Ancient Hypergate WZ feels fundamentally broken.


Dayshadow

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Please add more strategy to this.

 

1.) You should only be able to gain points with an active pylon.

2.) You should not still be getting points in the background while your pylon is disabled. That alone kills any attempt at strategy. It's literally disadvantageous to even try to take a pylon before the last couple secs because when they get it back--and they will because the map isn't designed to allow you to hold both--they get all the points from your guys dying around it. If Pylon acquisition is going to be that one dimensional why even have it?

3.) Raise the point gain of orb acquisition. Lower the point gain on kills.

 

There is no real strategy to this. It might as well be an 8v8 arena where you fight until your team makes X amount of points in kills. Just remove the pylons altogether. Nobody like guarding anyway.

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Please add more strategy to this.

 

1.) You should only be able to gain points with an active pylon.

2.) You should not still be getting points in the background while your pylon is disabled. That alone kills any attempt at strategy. It's literally disadvantageous to even try to take a pylon before the last couple secs because when they get it back--and they will because the map isn't designed to allow you to hold both--they get all the points from your guys dying around it. If Pylon acquisition is going to be that one dimensional why even have it?

3.) Raise the point gain of orb acquisition. Lower the point gain on kills.

 

There is no real strategy to this. It might as well be an 8v8 arena where you fight until your team makes X amount of points in kills. Just remove the pylons altogether. Nobody like guarding anyway.

 

You don’t get those points unless you get the pylon before it explodes...

 

There is plenty of strategy in Hypergates... the problem is the pack mentality doesn’t allow for it

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Actually that is probably the best WZ we have, the system is absolutely awesome.

 

Problem is, yupp, pack mentality and that nobody seems to care to read a manual before or something.

 

I've seen people still running orbs when the other team is leading by 150+ points - juggs/maras leaping into 4 -5 people chasing. Not caring that every kill gives a team points.

 

6+ people chasing their own teammates for the pylon medal - not going mid and letting the other team get 4 orbs at start + 2 kills of the 2 people who thought they had at least half their team behind them.

 

Just to leave it unprotected after capping the pylon, to chase for the orb medal (which isn't there anymore)

 

So you see, it's not the wz, it's the dumbnuts who, after 6 years, still don't care how wz mechanics work.

Edited by funnypat
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We definitely need a warzone that doesn't have any guarding.

 

It's not fun, most people don't like doing it but are obliged to for the sake of the team, and when you have a bad guard who isn't adept at surviving or WORSE, doesn't call out when he needs help, the game becomes existentially frustrating.

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We definitely need a warzone that doesn't have any guarding.

 

It's not fun, most people don't like doing it but are obliged to for the sake of the team, and when you have a bad guard who isn't adept at surviving or WORSE, doesn't call out when he needs help, the game becomes existentially frustrating.

 

You have 2; Huttball, Quesh Ball; and people can't even do that right. There's no objective to guard, only the person carrying the ball and healers need to be attacked, and yet I see people 1v1 deathmatching over the whole map.

 

What we need is people who understand how warzones work.

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You have 2; Huttball, Quesh Ball; and people can't even do that right. There's no objective to guard, only the person carrying the ball and healers need to be attacked, and yet I see people 1v1 deathmatching over the whole map.

 

What we need is people who understand how warzones work.

 

There is guarding in huttball - hold and guard mid.

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We definitely need a warzone that doesn't have any guarding.

 

It's not fun, most people don't like doing it but are obliged to for the sake of the team, and when you have a bad guard who isn't adept at surviving or WORSE, doesn't call out when he needs help, the game becomes existentially frustrating.

 

Even more frustrating than the person who is guarding that never calls for help and gets capped on, is making multiple calls that either go unheeded or are given an insufficient response. Kudos for the one guy who shows up when you call out 5 INC East, but uh...going to need more than that. Then the node will fall because people were too busy farming numbers at mid, only to have the people who should have come running to begin with, start going to that node a day late and a dollar short. It's why I no longer opt to guard at the start of a match and will only guard a node if I capture one.

 

There is guarding in huttball - hold and guard mid.

 

While true, there are plenty of pugs where people are just mindlessly deathmatching. The enemy ball carrier will pass right by them without notice and you'll start running the ball and none of them will make an effort to deal with the people on your back or get in a position to take a pass. It's like the ball doesn't even exist for them.

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Please add more strategy to this.

 

1.) You should only be able to gain points with an active pylon.

2.) You should not still be getting points in the background while your pylon is disabled. That alone kills any attempt at strategy. It's literally disadvantageous to even try to take a pylon before the last couple secs because when they get it back--and they will because the map isn't designed to allow you to hold both--they get all the points from your guys dying around it. If Pylon acquisition is going to be that one dimensional why even have it?

3.) Raise the point gain of orb acquisition. Lower the point gain on kills.

 

There is no real strategy to this. It might as well be an 8v8 arena where you fight until your team makes X amount of points in kills. Just remove the pylons altogether. Nobody like guarding anyway.

 

Who needs so much strategy??Warzones in this crap game are already demanding full attention to objectives or your team looses, we need more zerg fighting since world pvp is dead and ranked pvp is trash for ars mercs, eng snipers, dec sins and conc opers only. I fully disagree with you, and wish they nerf objectives and strategy, and finally give us a chance to kill

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I would say, honestly, the cap point per turn generates the most points compared to a turns worth of killing and orb capping. Especially when you get 3 turns into the match. The kill points carrying over, I feel, makes the match more competitive and gives the team behind a chance in hell to catch up. If steam rolling people and just achieving a single decisive objective is all you're looking for out of this, I can see your opinion. But generally, this is the descent of a bad Hypergate Team:

 

"#$%&! THEY GOT OUR PYLON? WHY NO CALL OUT?"

"Everybody! Our Pyl! Now!"

"If you're in the middle RN you're WRONG!"

"Yay we gots it!"

"Now go get ORBS!"

"Wait, where did all the ORBS go?"

"#$%&! OUR PYL IS GONE AGAIN! WHERE'S THE CALL!?!?!?!?"

 

Kills carrying over is a mercy. Necessary? Probably not. But the world has participation trophies.

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We definitely need a warzone that doesn't have any guarding.

 

It's not fun, most people don't like doing it but are obliged to for the sake of the team, and when you have a bad guard who isn't adept at surviving or WORSE, doesn't call out when he needs help, the game becomes existentially frustrating.

 

We already do... it’s called arena 😉

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There is guarding in huttball - hold and guard mid.

 

You don't need to guard mid, there's no incoming to call, the only thing you have to do is engage the other team and prevent them from grabbing the ball or if they do quickly kill them. It is fundamentally different than guarding a node where your first concern is calling out incoming and staying alive long enough that help gets there to keep interrupting.

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Actually that is probably the best WZ we have, the system is absolutely awesome.

 

Problem is, yupp, pack mentality and that nobody seems to care to read a manual before or something.

 

I've seen people still running orbs when the other team is leading by 150+ points - juggs/maras leaping into 4 -5 people chasing. Not caring that every kill gives a team points.

 

6+ people chasing their own teammates for the pylon medal - not going mid and letting the other team get 4 orbs at start + 2 kills of the 2 people who thought they had at least half their team behind them.

 

Just to leave it unprotected after capping the pylon, to chase for the orb medal (which isn't there anymore)

 

So you see, it's not the wz, it's the dumbnuts who, after 6 years, still don't care how wz mechanics work.

 

I totally agree.

 

I hate ppl who take the pylon and then leave it alone. I just had a warzone where I had to leave mid in order to protect our pylon cause some dumbtwit left it unprotected after getting it.

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“Hypergates for dummies”

 

1. If you don’t own a pylon, you don’t get any points

1a. If you leave your pylon undefended, you will lose it

1b. Don’t cap the pylon and all run off

 

2. If the enemy can’t cap their pylon, they get no points for that round.

2a, You don’t need boxes if you can prevent them from capping

2b. If you notice they haven’t capped and 2 of your team is stopping them, get out of mid and help

2c. You don’t need boxes in that situation, so get out of mid and help

2d. Did I mention the part about getting out of mid and stopping them capping

 

3.... to be continued when I’m not tired

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“Hypergates for dummies”

 

1. If you don’t own a pylon, you don’t get any points

1a. If you leave your pylon undefended, you will lose it

1b. Don’t cap the pylon and all run off

 

2. If the enemy can’t cap their pylon, they get no points for that round.

2a, You don’t need boxes if you can prevent them from capping

2b. If you notice they haven’t capped and 2 of your team is stopping them, get out of mid and help

2c. You don’t need boxes in that situation, so get out of mid and help

2d. Did I mention the part about getting out of mid and stopping them capping

 

3.... to be continued when I’m not tired

 

That is not viable outside of a bolster bug. In which case it doesn't really matter because you're going to have zero deaths on your side and they'll have like 40 each. It's only viable to hold one for any extended time period. Maybe with a team full of stealthers you could manage it if organized and everyone knew what they were doing, but ultimately it relies on the other team being incredibly stupid to not simply go after the other Pylon, which is what happens in 99% of the cases.

 

The fact is in any normal circumstance 1 team will hold their own pylon. There is no scenario outside of gross incompetence or a bolster bug where any one team can hold 2 the entire round. You can steal one at the end if the team is mildly stupid and doesn't bolster their defense in the last minute (preferably last 20s) or so, but outside of that your rules should be titled "Hypergates for Idealist".

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That is not viable outside of a bolster bug. In which case it doesn't really matter because you're going to have zero deaths on your side and they'll have like 40 each. It's only viable to hold one for any extended time period. Maybe with a team full of stealthers you could manage it if organized and everyone knew what they were doing, but ultimately it relies on the other team being incredibly stupid to not simply go after the other Pylon, which is what happens in 99% of the cases.

 

The fact is in any normal circumstance 1 team will hold their own pylon. There is no scenario outside of gross incompetence or a bolster bug where any one team can hold 2 the entire round. You can steal one at the end if the team is mildly stupid and doesn't bolster their defense in the last minute (preferably last 20s) or so, but outside of that your rules should be titled "Hypergates for Idealist".

 

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2b. If you notice they haven’t capped and 2 of your team is stopping them, get out of mid and help

 

This should be the only strategy from the start. Forget orbs and forget mid. Get one pylon and prevent or capture the second. Does you team have 2 stealth? If they have any brain, they should be capable of preventing cap entirely as they rotate their inevitable death between them.

 

But noooo.... everybody needs to go mid and farm numbers. Just like the premade in NC that we 3-capped against and they made the excuse "we are not here to play the objects". Right.

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Hypergate is actually one of the most balanced pvp maps. It has an equal amount of weigh when it comes to objective play and team fighting. If your not doing the objective you are punished heavily, if your dying a lot you are punished heavily; as it should be in every pvp map.

 

Pvp maps should force players to engage and fight well instead of dying pointlessly over and over at a node.

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Hypergate is actually one of the most balanced pvp maps. It has an equal amount of weigh when it comes to objective play and team fighting. If your not doing the objective you are punished heavily, if your dying a lot you are punished heavily; as it should be in every pvp map.

 

Pvp maps should force players to engage and fight well instead of dying pointlessly over and over at a node.

 

So much this. The amount of WZs I play where people think it a valid tactic to just sacrifice themselves over and over is astonishing. Most WZs can easily be won by winning the teamfights while also playing for objecitves.

Civil War is another example of a well balanced WZ. If a team is able to establish dominance by winning the fights it is easier for them to win the WZ. As it should be.

It is pretty annoying, when people outright ignore/avoid any fight in a Warzone to blindly click some objective.

PvP =/= Player vs. Pylon

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No, that's why you failed to do what was mentioned. What you speak of has never happened in the history of Ancient Hypergate because in an normal situation it's virtually impossible. Outside of a freak bolster bug where one side is virtually unkillable or the other team doesn't even make an effort to counter you (i.e. gross incompetence) it's impossible to hold both the entire match.

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No, that's why you failed to do what was mentioned. What you speak of has never happened in the history of Ancient Hypergate because in an normal situation it's virtually impossible. Outside of a freak bolster bug where one side is virtually unkillable or the other team doesn't even make an effort to counter you (i.e. gross incompetence) it's impossible to hold both the entire match.

 

No it is not impossible, you just need people to not die all at once. A conga line of bodies can easily keep anyone off those nodes, either preserving a 2 cap or preventing the other team from capping outright. Unless a team is on voice chat, it will be very hard to coordinate stuns enough that a constant stream of people won't be able to interrupt the cap. You are free to believe or disbelieve what you like, but I've done it before and will do it again with a team that's smart enough to pull it off.

 

Not saying every team can do it, but really it doesn't take much more than situational awareness, a skill anyone can develop.

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No it is not impossible, you just need people to not die all at once. A conga line of bodies can easily keep anyone off those nodes, either preserving a 2 cap or preventing the other team from capping outright. Unless a team is on voice chat, it will be very hard to coordinate stuns enough that a constant stream of people won't be able to interrupt the cap. You are free to believe or disbelieve what you like, but I've done it before and will do it again with a team that's smart enough to pull it off.

 

Not saying every team can do it, but really it doesn't take much more than situational awareness, a skill anyone can develop.

 

If everyone goes to one side the enemy team will just switch to the other pylon. They are going to get a pylon and there is nothing you can do to stop it because the level design prevents the effective guarding of two pylons. It's fundamentally designed to prevent what you're hypothesizing about. And that's all you're spouting is an undemonstrated theory. You have never done this before without either bolster being bugged or gross incompetency by the opposing team. Under normal circumstances you can either concentrate on their pylon and lose yours or concentrate on keeping yours. Those are your only options for any large chunk of time.

 

You can hold both for maybe a minute tops. Even then there is a level of incompetence at play if the opposing team isn't sending people to the other pylon.

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That is not viable outside of a bolster bug. In which case it doesn't really matter because you're going to have zero deaths on your side and they'll have like 40 each. It's only viable to hold one for any extended time period. Maybe with a team full of stealthers you could manage it if organized and everyone knew what they were doing, but ultimately it relies on the other team being incredibly stupid to not simply go after the other Pylon, which is what happens in 99% of the cases.

 

The fact is in any normal circumstance 1 team will hold their own pylon. There is no scenario outside of gross incompetence or a bolster bug where any one team can hold 2 the entire round. You can steal one at the end if the team is mildly stupid and doesn't bolster their defense in the last minute (preferably last 20s) or so, but outside of that your rules should be titled "Hypergates for Idealist".

 

Icy is right. You didn’t read what she wrote. You don’t need to hold both. You just need to stop them from capping theirs.

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This should be the only strategy from the start. Forget orbs and forget mid. Get one pylon and prevent or capture the second. Does you team have 2 stealth? If they have any brain, they should be capable of preventing cap entirely as they rotate their inevitable death between them.

 

But noooo.... everybody needs to go mid and farm numbers. Just like the premade in NC that we 3-capped against and they made the excuse "we are not here to play the objects". Right.

 

Couldn’t agree more

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Every map should just be an 8v8 deathmatch - first to 50 points - except huttball. Nodes should just provide damage or kill point bonuses or something. Make people learn their class if they want to pvp (except huttball of course because huttball is fun).

 

Kills = 1 point

Kill point bonus = 2 points per kill for 60 seconds (replacing the objective nodes)

 

etc etc

Edited by Hoppinswtor
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Please add more strategy to this.

 

1.) You should only be able to gain points with an active pylon.

2.) You should not still be getting points in the background while your pylon is disabled. That alone kills any attempt at strategy. It's literally disadvantageous to even try to take a pylon before the last couple secs because when they get it back--and they will because the map isn't designed to allow you to hold both--they get all the points from your guys dying around it. If Pylon acquisition is going to be that one dimensional why even have it?

3.) Raise the point gain of orb acquisition. Lower the point gain on kills.

 

There is no real strategy to this. It might as well be an 8v8 arena where you fight until your team makes X amount of points in kills. Just remove the pylons altogether. Nobody like guarding anyway.

 

Umm.. those "points in the background" are kill points.

 

This is the only WZ that awards kill points.

 

The amount of points per kill increases with each round.

 

It's a good thing.

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