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I really would like Open field Siege fights to be a "thing" in WvW.


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It was one of my fantasies from when WvW was first revealed. But it never bacame a thing. A lot of new mechanics likely would need to be added to make open field Siege fights more rewarding for commanders to do.

Some people say they seen this kind of tactic before, but that's a rare thing. Very rare or must be on a certain server, which most of us will never get to experience.

If anybody here played Starhawk from PS3, the Outpost building is something I believe would be great as a Siege in WvW. Functions has a mini base that can be built in the open field with cannons and all that.

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It sounds "cool" but in the past players even made remarks in TS despising the use of open field siege. Golem week? Buggy exploited mess. Portable cannons? Did WvW need more AoE carpet spam? Yeah those weren't well received. People call each other siege humpers if you so much as go near an AC... maybe this is different per server but open field siege is basically frowned upon in general.

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@Justine.6351 said:

@LetoII.3782 said:They did try player placable cannons for a weekIt went poorly.

What went wrong?

If it'd have gone on the game would be like WW1 with both sides waiting just out of gun range for the futile frontal assualts

If they implement skyscale in wvw and allow us to drop explosives it would be like WW2.Well if I got a placeable 20mm Oberlikon siege I would be perfectly fine with spreading chunks of skyscale across entire keeps as well.
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@LetoII.3782 said:

@LetoII.3782 said:They did try player placable cannons for a weekIt went poorly.

What went wrong?

Literal firing lines of cannons.You couldn't get near any wall without getting barraged

If it'd have gone on the game would be like WW1 with both sides waiting just out of gun range for the futile frontal assualts

How would be a golem which specialise in AoE ? I mean we have an new golem in PvE so adapting it would be easy.

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@Lord of the Fire.6870 said:

@LetoII.3782 said:They did try player placable cannons for a weekIt went poorly.

What went wrong?

Literal firing lines of cannons.You couldn't get near any wall without getting barraged

If it'd have gone on the game would be like WW1 with both sides waiting just out of gun range for the futile frontal assualts

How would be a golem which specialise in AoE ? I mean we have an new golem in PvE so adapting it would be easy.

Golem vs. 20 cannons

My money is on the cannons

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@LetoII.3782 said:

@LetoII.3782 said:They did try player placable cannons for a weekIt went poorly.

What went wrong?

Literal firing lines of cannons.You couldn't get near any wall without getting barraged

If it'd have gone on the game would be like WW1 with both sides waiting just out of gun range for the futile frontal assualts

How would be a golem which specialise in AoE ? I mean we have an new golem in PvE so adapting it would be easy.

Golem vs. 20 cannons

My money is on the cannons

I mean not doing canons you can build open field but instead having golems which can help you when a zerg attack not on long range like a canon but on short to middle range. You know the aoe from Taimi's golem out of LS4 ?

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@Lord of the Fire.6870 said:

@LetoII.3782 said:They did try player placable cannons for a weekIt went poorly.

What went wrong?

Literal firing lines of cannons.You couldn't get near any wall without getting barraged

If it'd have gone on the game would be like WW1 with both sides waiting just out of gun range for the futile frontal assualts

How would be a golem which specialise in AoE ? I mean we have an new golem in PvE so adapting it would be easy.

Golem vs. 20 cannons

My money is on the cannons

You know the aoe from Taimi's golem out of LS4 ?

No

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Here is a little brain storming of mine. Idk if it's good or bad, just thoughts.

They could add "Utility Carts" of a few types. The carts are built like any other siege but they can be picked up on your warclaw and moved. It slows the warclaw down to normal run speed while doing so. In order to attach it and move it you have be on your mount to 'pack it up' which is a 3 second channel that is interrupted by damage. The cart is deployed from mount by throwing it down, instant like deploying siege blueprint. If you are dismounted before you can deploy the cart the cart is destroyed. The point of the carts is not to do damage but to support your team or hinder your enemies. They could be used to fill in certain roles that a group is lacking.

The Carts

All carts costs 150 supply to build and has 150,000 health.

Triage Cart (Healing support)

  1. Fire a bandage pack. Smashes into the ground and when picked up buy an ally it heals 5 allies in a 360 unit radius for 1000. Blast Finisher. 1200 range. 3 second cooldown.
  2. Fire a giant elixir shell. Heals 10 players for 200 upon landing. Creates a water field for 3 seconds. 300 radius. 1200 range. 10 second cooldown.
  3. Fire a giant light shell. Cleanses 5 conditions from 10 allies upon landing and blinds 10 enemies in a 600 unit radius. Creates a light field. 1200 range. 25 second cooldown.
  4. Ignite all shells. Fully heal 10 allies around the cart and provide 1000 barrier. 240 radius. Destroys the cart.

Saboteur Cart (CC cart)

  1. Fire an oil canister. Creates a puddle of oil hindering enemies. 300 radius. Pulses 1 second of cripple. 3 pluses. Lasts 3 seconds. Creates a dark field. 1200 range. 5 second cooldown.
  2. Release a gust of wind pressure. Knocks down up to 10 enemies in a line for 0.5 seconds. 900 range. 20 second cooldown.
  3. Fire a frost canister. Applies 2 seconds of chill and 1 second of slow on up to 10 enemies. 360 radius. 1200 range. 25 second cooldown.
  4. Activate hurricane machine. Knockdown 10 enemies for 1 second around cart. Then float 10 enemies for 2 seconds around cart. Then knock back 10 enemies 300 range. 240 radius. Destroys the cart.

Fortification Cart (Defensive support)

  1. Applies 2 seconds of ageis to 5 allies in 1200 range. 7 second cooldown.
  2. Pulse 2 second of protection to 10 allies within 1000 range. 3 pulses. Lasts 6 seconds. 30 second cooldown.
  3. Fires in a cone in front of it. 10 allies are granted 3 stacks of stability. 900 range. 40 second cooldown.
  4. Grant the cart 25,000 barrier. Absorb 25% of incoming damage of 10 allies within 900 range for 8 seconds. Destroys cart after channel finishes.
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Friends, you realize most siege tend to stop fighting, right? In the event of siege interfering in open field fights, commanders often contact each other and agree upon letting the opposing side destroy it so they can keep playing against each other. For the most part, siege has the role it should have when it comes to sieging and counter-sieging objectives.

On a side-note: I'm trying to figure out if left-field suggestions are on the rise or if sensible discussion of core issues is on the decline? There sure have been alot of threads like this one lately (together with the general nerf complaints and oppinions without arguments or motivation, they've also become stubbornly common). I don't mean to be rude it's just that I find it increasingly common to see new threads with some ~brilliant idea that comes out of nowhere or doesn't tie into any ongoing discussion of what people ask for or care about. It tickles curiously.

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