Iwipe Posted November 21, 2012 Share Posted November 21, 2012 Hey guys, with the launch of the Ancient Hypergates WZ on the PTS last night, I was able to play a few rounds when we had enough people to queue and I thought I would give you guys some info on it if you havn't already seen it. The scoring mechanics is a bit complicated than other warzones and it took us a couple rounds to figure it out (the Republic team figured it pretty fast and won every round). The game is divided into mini rounds that lasts 2.5 minutes. At end of each mini round, there is a huge shockwave explosion and anyone not taking cover in the central chamber gets wiped out (yes you can knock people out of the central chambers or root them outside of it). The points are tallied every mini round. It is sort of like a version of capture the flag where you can lose pretty much all the points you gain that mini round if you don't have a flag by the end of that min round. Here is a preview I wrote with a bit more info: http://dulfy.net/2012/11/21/swtor-patch-1-6-ancient-hypergates-warzone-preview/ Here is a video of the new Wz, we did lose pretty fast as the republic team managed to get both pylons: Link to comment Share on other sites More sharing options...
L-RANDLE Posted November 21, 2012 Share Posted November 21, 2012 Hey guys, with the launch of the Ancient Hypergates WZ on the PTS last night, I was able to play a few rounds when we had enough people to queue and I thought I would give you guys some info on it if you havn't already seen it. The scoring mechanics is a bit complicated than other warzones and it took us a couple rounds to figure it out (the Republic team figured it pretty fast and won every round). The game is divided into mini rounds that lasts 2.5 minutes. At end of each mini round, there is a huge shockwave explosion and anyone not taking cover in the central chamber gets wiped out (yes you can knock people out of the central chambers or root them outside of it). The points are tallied every mini round. It is sort of like a version of capture the flag where you can lose pretty much all the points you gain that mini round if you don't have a flag by the end of that min round. Here is a preview I wrote with a bit more info: http://dulfy.net/2012/11/21/swtor-patch-1-6-ancient-hypergates-warzone-preview/ Here is a video of the new Wz, we did lose pretty fast as the republic team managed to get both pylons: <3 Dulfy!!! You make my gaming life complete!!! Link to comment Share on other sites More sharing options...
JackNader Posted November 21, 2012 Share Posted November 21, 2012 (edited) interesting gameplay. Looks like you'll need good pylon defense and control of the center room to dominate. Edited November 21, 2012 by JackNader Link to comment Share on other sites More sharing options...
Domatron Posted November 21, 2012 Share Posted November 21, 2012 6 sec cap time on nodes according to the preview, stealth classes are going to dominate. Link to comment Share on other sites More sharing options...
Capt_Beers Posted November 21, 2012 Share Posted November 21, 2012 There is a lot going on in this warzone. I like that it's like Novare Coast in the fact if you can manage to drop the other teams potential points once or twice you can come back from behind to win it. Looks like there is a role to fill for most classes as well. I can think of a few strategies for each class to employ to be effective in this WZ. A good mobile healer like a Scoundrel and a solid tank will be tough to stop form getting those orbs to the side. And it's not like you can just dog pile them because you'll need someone guarding your node or you'll lose your points. I'm already planning on waiting in stealth outside the middle on my Shadow once the wave comes, Pull > Stun > Speed for some last second points. I can see a lot of stealth last second double caps with a Shadow or Scoundrel sacrificing themselves to double cap and drop the points at the end. So many new mechanics and strategies to think about/try out! I'm excited for this WZ and thanks as always for the info Dulfy. Link to comment Share on other sites More sharing options...
johnyangelo Posted November 21, 2012 Share Posted November 21, 2012 Totally cool. More complicated objectives is what we need. Link to comment Share on other sites More sharing options...
Capt_Beers Posted November 21, 2012 Share Posted November 21, 2012 (edited) 6 sec cap time on nodes according to the preview, stealth classes are going to dominate. Definitely. I can lift someone on my Shadow and if I'm quick enough to start the cap I can have it done just as the person comes down. So this will be no problem, especially if I stun > start cap > opponent uses breaker > insta-lift > that's my node now. Two guards will be an absolute necessity as well as good discipline on breaker use. EDIT: Mind maze > start cap > break CC (or not and it's mine) > insta-lift > my node now. QQ incoming. Edited November 21, 2012 by Capt_Beers Link to comment Share on other sites More sharing options...
Smashbrother Posted November 21, 2012 Share Posted November 21, 2012 I wish they'd create a WZ that didn't require 1-2 people to defend an objective, and everyone can just kill each other. Link to comment Share on other sites More sharing options...
Capt_Beers Posted November 21, 2012 Share Posted November 21, 2012 I wish they'd create a WZ that didn't require 1-2 people to defend an objective, and everyone can just kill each other. What would be the point of this? See how many teams of 2 Op healers, 3 PT's and 3 Smash specs you could fight in one day? Link to comment Share on other sites More sharing options...
Devilk Posted November 21, 2012 Share Posted November 21, 2012 Oh my, he said sieze the pylons.... Link to comment Share on other sites More sharing options...
William_Smith Posted November 21, 2012 Share Posted November 21, 2012 Appreciate all that you do for the community. Link to comment Share on other sites More sharing options...
Technohic Posted November 21, 2012 Share Posted November 21, 2012 I wish they'd create a WZ that didn't require 1-2 people to defend an objective, and everyone can just kill each other. There is one. Its called Outlaws Den. Grant it. You'll have to travel there on your own rather than just click a button and be thrown in; but its there. There's no reward for it outside of a child's laughter; but isn't that the best reward of all? Link to comment Share on other sites More sharing options...
CharterMonkKent Posted November 21, 2012 Share Posted November 21, 2012 I don't know this person but their vid is a pretty good example of AHGs Link to comment Share on other sites More sharing options...
Crawelc Posted November 21, 2012 Share Posted November 21, 2012 I don't know this person but their vid is a pretty good example of AHGs Is that really how the mini map looks? I gotta log on the pts. Link to comment Share on other sites More sharing options...
Macroeconomics Posted November 21, 2012 Share Posted November 21, 2012 At least with the Gree orbs, it' not an automatic win for a stealth team. More like 80% chance. Unless of course they missed the obvious tactic of stealthing while carrying the orb. Please tell me that stealthing while carrying the orb causes you to lose the orb, just like when carrying the Huttball. Otherwise right back to the 100% win rate for a stealth team. Also does your movement rate drop when carryng the orb (like Huttball)? And when/where do players who have been killed respawn? Link to comment Share on other sites More sharing options...
CharterMonkKent Posted November 21, 2012 Share Posted November 21, 2012 At least with the Gree orbs, it' not an automatic win for a stealth team. More like 80% chance. Unless of course they missed the obvious tactic of stealthing while carrying the orb. Please tell me that stealthing while carrying the orb causes you to lose the orb, just like when carrying the Huttball. Otherwise right back to the 100% win rate for a stealth team. seems orb carrier cannot be in stealth Also does your movement rate drop when carryng the orb (like Huttball)? Doesn't appear so, but it may reduce you to in combat speed, aka not sprint And when/where do players who have been killed respawn?dulfy's blog shows the deets, best resource for the map and such in red Link to comment Share on other sites More sharing options...
Vyeta Posted November 21, 2012 Share Posted November 21, 2012 I give it 5 minutes after release when the first post complaining about the insta-kill effect hits the forums. Link to comment Share on other sites More sharing options...
BoDiE Posted November 21, 2012 Share Posted November 21, 2012 Another boring yawn fest that are warzones. Where's the open world pvp incentive? Link to comment Share on other sites More sharing options...
CharterMonkKent Posted November 21, 2012 Share Posted November 21, 2012 Another boring yawn fest that are warzones. Where's the open world pvp incentive? right now. Section X and Outlaws Den. Link to comment Share on other sites More sharing options...
Joesixxpack Posted November 21, 2012 Share Posted November 21, 2012 There is one. Its called Outlaws Den. Grant it. You'll have to travel there on your own rather than just click a button and be thrown in; but its there. There's no reward for it outside of a child's laughter; but isn't that the best reward of all? ^ Bahahaha! On a more serious note, thanks Dulfy for another great and timely resource. Link to comment Share on other sites More sharing options...
Crawelc Posted November 21, 2012 Share Posted November 21, 2012 Every time a child laughs a fairy is born, just saying the world could use a few more fairies right about now. Link to comment Share on other sites More sharing options...
Macroeconomics Posted November 21, 2012 Share Posted November 21, 2012 And when/where do players who have been killed respawn?dulfy's blog shows the deets, best resource for the map and such Dulfy's doesn't mention anything about how often respawns occur. Are you dead for the duration of the mini-round? Dead with a slight delay to arrival in respawn loft (as in Alderaan)? Dead with a possible delay until a gate opens (as in Novare)? Or back immediately (as when attacking in Voidstar) Link to comment Share on other sites More sharing options...
CharterMonkKent Posted November 21, 2012 Share Posted November 21, 2012 Dulfy's doesn't mention anything about how often respawns occur. Are you dead for the duration of the mini-round? Dead with a slight delay to arrival in respawn loft (as in Alderaan)? Dead with a possible delay until a gate opens (as in Novare)? Or back immediately (as when attacking in Voidstar) i don't have the time right now because I'm at work but you can go to youtube and watch vids of the WZ Link to comment Share on other sites More sharing options...
Iwipe Posted November 21, 2012 Author Share Posted November 21, 2012 Dulfy's doesn't mention anything about how often respawns occur. Are you dead for the duration of the mini-round? Dead with a slight delay to arrival in respawn loft (as in Alderaan)? Dead with a possible delay until a gate opens (as in Novare)? Or back immediately (as when attacking in Voidstar) You are not dead for the duration of the mini round. If you die, you can go back to your spawn area and wait for the force field to open again like in Novare Link to comment Share on other sites More sharing options...
Monterone Posted November 21, 2012 Share Posted November 21, 2012 (edited) Oooh sneakies will be able to ninja enemy pylon if they don't leave at least two, and wipe their score for the whole round. I like this zone so far, thanks for the good work Dulfy. Edited November 21, 2012 by Monterone Link to comment Share on other sites More sharing options...
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