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Going for the off node?

STAR WARS: The Old Republic > English > PvP
Going for the off node?

Banderal's Avatar


Banderal
03.05.2013 , 05:30 AM | #1
TLDR: Any guidelines for when you decide, in advance, that going for node 3 is a good idea when you already have 2?

In NC and CW, when we have 2 nodes and are defending, sometimes people go for the third. I'm not talking about the situation where we are owning them, and taking the 3rd is a lark. Instead the situation where were are working our @rses off to defend, and someone goes to "their" node instead of coming back to defend the one that's under attack. My first reaction to this is always "you friggin idiot! why can't you defend what we already have!". But then, sometimes I have to admit to myself that it turns out useful in one of two ways... either one person manages to draw two or three away from the heavily-fought-over-turret, thus giving us an advantage in numbers for a while. Or they actually manage to cap it just as we are losing the fought-over node, and thus we still have two.

But that only leaves me with being able to tell if it was a good idea after the fact. I'm wondering if people have techniques/rules they use to decide that it's a good idea up front. How many, and what classes does it make sense to send? Do the same rules apply if each team has 1, and the 3rd is uncapped and being fought over? Does it matter which 2 you have (like, if you have East & West in NC, vs. you have South and East/West (whichever is the natural node for you)?

I am usually guarding *our* off node on my Shadow, so I will hardly ever get a chance to do this myself, but I'm just trying to get an idea of when I should be less outraged at the people that do.

sanchito's Avatar


sanchito
03.05.2013 , 05:39 AM | #2
especially in novare, but also civil war to a lesser extent, it can make sense going for the third if you are the weaker team (ie losing a straight up fight) because you know you're going to lose one of the 2 you have soon.
Most of the time, there is no reason to go for the third. You just give them a chance taking 1 of the 2 you already have, and if you can hold all 3 you were probably going to win the warzone no matter what you do

Atramar's Avatar


Atramar
03.05.2013 , 05:55 AM | #3
Sometimes it's good to go for 3rd node as you will split enemy.
but, it only works if you are stealth, quick and strong, so you can actually kill and cap or ninja cap.
If you get killed, you gain nothing and you are 1 defender less for time of try, also if you can solo 1 person quickly and cap, you are not defending, so defense is weaker, but then you are 3 cap and they probably need to send 2 to get it back.

it's risky, can give you extra edge, solo medal, and faster win, but can also can cost you a win as you may not succeed, and loose one that you would be guarding/helping defend.

in short, it's situational, and you mostly shouldn't, unless you know you should (yeah, judgment call).

but if you go, warn your team 'hey I go ninja, try hold out for me for a minute'
Tracer Legacy, The Red Eclipse.
Not reading colored text, it hurts my eyes. Sorry (unless it's a dev post)
L55:Sniper,Operative,Juggernaut,Assassin,Marauder, Powertech,Guardian,Commando,Scoundrel
to finish:Shadow(41),Sage(53),Merc(39). 29.07.2013

mulzii's Avatar


mulzii
03.05.2013 , 07:20 AM | #4
if they only have 1 or 2 defenders on the 3rd node, and everyone else is assaulting your node, most of the time, they will redirect a few folks to that 3rd node, which lessens their pressure on your team on the node they are focusing.

if i see a lone defender and count the other 7 on the map elsewhere, if i'm on my smuggler/op/sin i'll go to that node, and 90% of the time get it. On my non stealth classes i pick my spots, but usually i can have better impact on those classes on the focused node, whereas my stealthies are better served adding pressure on the enemies remote nodes..

JouerTue's Avatar


JouerTue
03.05.2013 , 08:28 AM | #5
this game would be 1000 times better with ops voice chat..so you could organize a fake attack or a ninja cap to split your enemy at least for a couple of spawn..too often you see the teams changing objective completely..and you always se a cople of toons still going to the old objectivve and die for nothing

Atramar's Avatar


Atramar
03.05.2013 , 08:32 AM | #6
Quote: Originally Posted by JouerTue View Post
this game would be 1000 times better with ops voice chat..so you could organize a fake attack or a ninja cap to split your enemy at least for a couple of spawn..too often you see the teams changing objective completely..and you always se a cople of toons still going to the old objectivve and die for nothing
this is doable with ops type chat if people would type... you don't need voice chat for it. so you could say:
this game would be 1000 better if people would learn how to type and read.
Tracer Legacy, The Red Eclipse.
Not reading colored text, it hurts my eyes. Sorry (unless it's a dev post)
L55:Sniper,Operative,Juggernaut,Assassin,Marauder, Powertech,Guardian,Commando,Scoundrel
to finish:Shadow(41),Sage(53),Merc(39). 29.07.2013

cycao's Avatar


cycao
03.05.2013 , 08:39 AM | #7
About 90% of the time I am guarding in NC, if the fight at south is tight and its uncapped and I see who is defending their node and know I can take it from them I will. Usually in doing this it will allow for my team to cap south and ill high tail it back to east. It works pretty well, I don't do it often but it can be done but only to get the cap at south. I only do this on NC as I cannot see what is going on at the off node in civil war.

heechJunzi's Avatar


heechJunzi
03.05.2013 , 08:50 AM | #8
I think it makes sense depending on team composition.

If I'm on my very geared sentinel, but the rest of my pug team is mostly getting beat up.... Upon respawn I may head for the third node, knowing with my burst I can quickly take most classes + players 1v1, and at least 50/50 vs a mediocre 1v2.

But it pisses me off to no end when a mediocre gunslinger, commando, or sage thinks they can sneak up / solo a defender. You won't get it quickly enough to beat the defenders coming back, and we could REALLY you as a meat shield at the current contested node.
Junzi - EWH Sentinel Buxi - EWH Commando Jünzi - EWH Operative
----------- The Harbinger -----------

CharterMonkKent's Avatar


CharterMonkKent
03.05.2013 , 08:50 AM | #9
A good time - If your team counts 8 of their players at the two other nodes. You'd be surprised how often teams (rated included) do not count who is in combat.

A reasonable time - If your team rolls through the other team and you want the WZ to finish faster.

A fun time - Because you want to mix it up and it can be fun to go wild card.
Wnk & Zlk & Knk & Xlk & Znk & Ynk & Tnk & Qnk & Chart
<Nothing Personal>
+ =

islander's Avatar


islander
03.05.2013 , 10:18 AM | #10
Quote: Originally Posted by CharterMonkKent View Post
A good time - If your team counts 8 of their players at the two other nodes. You'd be surprised how often teams (rated included) do not count who is in combat.

A reasonable time - If your team rolls through the other team and you want the WZ to finish faster.

A fun time - Because you want to mix it up and it can be fun to go wild card.
Oh man, in PTS warzones, it's consistent - unguarded nodes. I chalk it up to people not really caring about results, and more about actually playing their characetrs with the changes, which I can understand a bit. Still - they don't TELL anyone in OPS they are abandoning it. They just...do.
Gėllies Erimosi, Imperial Deadeye
<Hex> Prophecy of the Five