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What do you think of AHG now?

STAR WARS: The Old Republic > English > PvP
What do you think of AHG now?

Banderal's Avatar


Banderal
03.01.2013 , 05:32 AM | #1
TLDR version: What do you think of AHG now that you've had a chance to play a bunch of them?

So, there were a few "is it any good?" threads about AHG when it first came out, with people typing whether they liked it or disliked it. I'm wondering, for no other reason than idle curiosity, what people think now that it's been out for a while and we've all gotten somewhat used to it.

I'm finding that I actually look forward to it. I think because it feels more dynamic, as far as being able to turn around a bad game, than the others do. And it seems like there are more options for doing so. I've been in game where we did the obvious and stole their pylon at the last second. I've been in games where we were down, but then the other side pulled back in "defend the pylon" mode and we were able to catch up just by carrying orbs (OK, we weren't down *that* much). Been in games where our pylon was stolen, and we just plain out-killed them back to a win. Or where we didn't steal their pylon, but just prevented them from capping it at all. Had all that done *to* my team too. Been in a game that was literally decided on how many people the last pylon discharge killed (I think - I swear we were down in potential points before the pylon went off, and somehow we were ahead when it finished, and we won).

And these kinds of things seem to happen more often. Sure, I've been in a NC where we got two nodes when we were down 2% to XX%, and then held on to win 2% to 0%, but that's very rare. Whereas in AHG it seems like the come-from-behind win is more common. And I also think, because of this, that people quit less often (totally subjective on my part).

The only thing I don't like that much is how magnified the kill differences get. I think, because of the wacky "kills count twice" scoring that it does (if I understand the scoring correctly), is seems to me like a fairly slight difference in kill counts make a BIG difference in score.

Anyway, that's all just IMHO, of course. Anyone else want to voice theirs?

Arlanon's Avatar


Arlanon
03.01.2013 , 08:22 AM | #2
I've concluded that the best strat for Hypergates is to move as a Zerg at all times.

- Zerg Middle
- Kill all red people
- Grab boxes
- Zerg a Pylon
- Kill all red people
- Cap the pylon and turn in boxes

Repeat this every round and you win. Your team must drop all preconceptions of which pylon is "yours" and "theirs". "Your" pylon is whichever one you zerg to with the boxes. (It should be the one with the least amount of enemies present).

Of course, getting an entire team that knows this is tricky, especially when pugging. You're going to have to lead by example.

As for what I think of the wz itself? When I'm on a good team, it's fun. When I'm on a team of derps, at least it's over quickly.

Draqsko's Avatar


Draqsko
03.01.2013 , 09:07 AM | #3
Quote: Originally Posted by Arlanon View Post
I've concluded that the best strat for Hypergates is to move as a Zerg at all times.

- Zerg Middle
- Kill all red people
- Grab boxes
- Zerg a Pylon
- Kill all red people
- Cap the pylon and turn in boxes
I disagree with this strat, for this reason: You give control of mid over to the other side when the pylon is about to explode. While some say you don't need to sit out in mid during the explosion phase, you do have to leave the node with more than enough time for a ninja suicider to cap it, to reach the side safe zones before the shields go up on them. Mid is extremely easy to control with the two natural choke points at the doors, generally once you clear mid out, you can establish a choke point at the door, and prevent the other team from even get inside mid while racking up kills quite easily.

Really this warzone is more about controlling a non-objective area (mid), and always capping 1 node, and while it's possible to mount a come from behind win by 2 capping the other team, a mistimed attempt at 2 capping can just mean you enlarge the point differential. Delaying a cap is pointless because the other side can just fully commit to that node and you've basically given them free kills and therefore points.

On the whole, I really enjoy this warzone. It was always fun as a ranged DPS, but hard to adjust to as a melee or healer. However, once I figured out viable tactics to use on both, and where the best positioning is for both, it's also become enjoyable to play across all three types.

jgoldsack's Avatar


jgoldsack
03.01.2013 , 09:09 AM | #4
I have won way more AHG matches by controlling 1 pylon, ignoring the other one entirely, and controlling mid. Don't worry about running back orbs, just pick them up and keep killing the enemy at mid.
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Technohic's Avatar


Technohic
03.01.2013 , 09:12 AM | #5
I'm not sure. I feel like it has short phases and is missing something. Still think they should have made the orbs like a hutt ball and you could throw them around. Could even use the same command to throw so everyone has it bound.

Joesixxpack's Avatar


Joesixxpack
03.01.2013 , 09:18 AM | #6
Quote: Originally Posted by Arlanon View Post
I've concluded that the best strat for Hypergates is to move as a Zerg at all times.

- Zerg Middle
- Kill all red people
- Grab boxes
- Zerg a Pylon
- Kill all red people
- Cap the pylon and turn in boxes

Repeat this every round and you win. Your team must drop all preconceptions of which pylon is "yours" and "theirs". "Your" pylon is whichever one you zerg to with the boxes. (It should be the one with the least amount of enemies present).

Of course, getting an entire team that knows this is tricky, especially when pugging. You're going to have to lead by example.

As for what I think of the wz itself? When I'm on a good team, it's fun. When I'm on a team of derps, at least it's over quickly.
^ Basically sums up my thoughts and preferences.

Overall I like the map and scoring system. Has interesting variables, and little room for complacency.

Only thing I don't like is teammates still playing it like it's CW, or ignoring how the scoreboard looks while feeding bodies to the reds in onesies twosies. That'll take time to improve I suppose. When the team knows what's what, great matches.

Technohic's Avatar


Technohic
03.01.2013 , 09:30 AM | #7
That moment. When you harpoon the squishiest target out of the center and right into the midst of your team, only to watch your team run by and each attack a different target.

SOULCASTER's Avatar


SOULCASTER
03.01.2013 , 09:35 AM | #8
I think its horrible. I can see it having more of a place in Rated Warzones. But for PUGs its the absolute worst warzone ever. Horrible design and mechanics if you ask me.

I would like a warzone (i'd even pay for it!) that just has more of a team death match playstyle. Possibly have ONE center objective or alternating objective (king of the hill style, huttball, etc etc). A warzone where NO ONE i repeat NO ONE has to guard any nodes or sit by themselves protecting something for the duration of the warzone.
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Arlanon's Avatar


Arlanon
03.01.2013 , 09:57 AM | #9
Quote: Originally Posted by Draqsko
I disagree with this strat, for this reason: You give control of mid over to the other side when the pylon is about to explode. While some say you don't need to sit out in mid during the explosion phase, you do have to leave the node with more than enough time for a ninja suicider to cap it, to reach the side safe zones before the shields go up on them.
Guard the node until 2 seconds before the explosion is announced. That's not enough time for a ninja capper, and plenty of time for your team to zerg back into mid.

Not sure what your team is doing

Draqsko's Avatar


Draqsko
03.01.2013 , 09:59 AM | #10
Quote: Originally Posted by Arlanon View Post
Guard the node until 2 seconds before the explosion is announced. That's not enough time for a ninja capper, and plenty of time for your team to zerg back into mid.

Not sure what your team is doing
If they control mid, all you are doing is zerging back into a group knockback and AOE mez, or slow, with just enough time to get hit by the yellow bubble before it breaks. Welcome to your death.