Bubbaworks.6023 Posted June 12, 2019 Share Posted June 12, 2019 First, credit where credit's due - ANet, your change to T3 Gates/Walls is definitely an improvement, making SMC more accessible and opening up other T3 objectives to be viable options to attack. But SMC has never been as easy to break into as it should, and here's two reasons why: 1) The Advantage of Holding SMC Holding SMC provides your team with lots of advantages. For a team that already has an advantage in numbers or coverage, SMC is the objective that really allows a team to pull ahead and reduces matchup parity. SMC provides a sizable PPT bonus, large swathe of territory for supply or zerg movement, hard to counter treb access to 5 or so towers, and 1000-1800 supply sitting in the middle of the map. There are lots of reasons to attack SMC, making it (in an ideal world) a HOTLY contested objective. But due to SMC's current design, players are decentivized to attack SMC, and advantage is tipped HEAVILY in favor of the defenders. 2) Fighting For our fight lovers out there, nobody talks about that three-way zerg fight we all crave happening outside SMC's inner gates. No, we enjoy it INSIDE the Lord's Room - so why not have SMC's design favor breaking inside? As the center of the Eternal Battlegrounds, SMC should be the centerpoint of the struggle of the three opposing factions - not the thing we run around on our way to backcap paper towers. Ideas About How To Make SMC Easier to Break Into: * Add Inner Walls * No more inaccessible inner siege. Make inner siege at least counterable by AC's or ballistae. * More Inner Gates IE: Don't feed attackers into two or three choke points (inner gates) which is easily predictable by defenders. SMC is the only objective in-game that doesn't have inner walls. Those are my thoughts. I'd appreciate some feedback, feel free to critique. Have a good day! ~ Bad Axxe Link to comment Share on other sites More sharing options...
Stand The Wall.6987 Posted June 12, 2019 Share Posted June 12, 2019 nah. smc needs lords room chokes since its often enough that you're holding off both servers. trebs from towers can reach outer smc. inner is like most other objectives, there is no real advantage in design over hills or bay for example. its pretty balanced. only thing that they should change in smc is to get rid of third floor siege. Link to comment Share on other sites More sharing options...
GDchiaScrub.3241 Posted June 12, 2019 Share Posted June 12, 2019 It's the tacticvators (w.e.) that can make SMC aids... D: Link to comment Share on other sites More sharing options...
Queen Anastasia.7103 Posted June 13, 2019 Share Posted June 13, 2019 > * SMC Should Be EASIER to Break Into > * ANet, your change to T3 Gates/Walls is definitely an improvement > * Add Inner Walls > * Add Inner Gates > * that three-way zerg fight we all crave happening outside SMC's inner gates Wants to make things easier to break into but wants to add more walls/gates to make it... not easier to break into? Is 20+ outer walls to get to inner not enough accessibility? Is 3 inner gates not enough access? 3 servers.... 3 inner gates... perfectly balanced.... as all things should be. If anything you make a fair point with the inaccessibility of inner siege; third floor trebs in particular are annoying. Link to comment Share on other sites More sharing options...
godofcows.2451 Posted June 13, 2019 Share Posted June 13, 2019 Enjoying long room smc three way fights.....No, sorry. Too much lag. You can have it. Just don't give it to me. Link to comment Share on other sites More sharing options...
Aeolus.3615 Posted June 13, 2019 Share Posted June 13, 2019 Make lord on a plataform without walls... just a shrine AB style... ... some players would still even complain was to hard because shrIne had a npc that required a fight.... It’s a siege game mode it is ment to be difficult, and wvw is already easy if u know the gimmick places.... Link to comment Share on other sites More sharing options...
LetoII.3782 Posted June 13, 2019 Share Posted June 13, 2019 If you don't have the people to open a door, you don't have the people to take it. Link to comment Share on other sites More sharing options...
aspirine.6852 Posted June 13, 2019 Share Posted June 13, 2019 hmm even the most defended SM seems to be open from all sides since it takes way too much supply to close it all again and again and it brings fights to the sm center. Link to comment Share on other sites More sharing options...
Aeolus.3615 Posted June 13, 2019 Share Posted June 13, 2019 > @"GDchiaScrub.3241" said: > It's the tacticvators (w.e.) that can make SMC aids... > > D: tactivators only delay, if a group can’t facetant or move arround to dismuinish their effect... imo that group don’t know what it is even going on.... do they deserve to cap the structure???? Link to comment Share on other sites More sharing options...
Kaiser.9873 Posted June 13, 2019 Share Posted June 13, 2019 I don't feel SMC is too difficult to take. It even gets ninja'd time to time. Link to comment Share on other sites More sharing options...
coro.3176 Posted June 13, 2019 Share Posted June 13, 2019 Isn't SMC already the easiest keep to get into? I mean, it can be trebbed from most of the surrounding towers and pretty much always has SOME wall down - usually on the northern side. How much easier should it be? Link to comment Share on other sites More sharing options...
Aeolus.3615 Posted June 13, 2019 Share Posted June 13, 2019 Actually should be harder to cap structures in terms of player strategy and organization atm u can even farm defender that are onon inner stairs from outer... It’s more a challenge to defend than take. Link to comment Share on other sites More sharing options...
SoV.5139 Posted June 13, 2019 Share Posted June 13, 2019 > @"Aeolus.3615" said: > Actually should be harder to cap structures in terms of player strategy and organization atm u can even farm defender that are onon inner stairs from outer... > > It’s more a challenge to defined than take. This. In large part due to wall bombing, and the way targeting makes it so you need to be on the lip of a wall in order to hit people below with most weapon skills. There should be more of an advantage for the defender. Link to comment Share on other sites More sharing options...
SlateSloan.3654 Posted June 14, 2019 Share Posted June 14, 2019 No, bad idea, if you cant get into structures make youself a head why that is so, cause all needed tools are already ingame. if you cant get a girl but your best friend can its time to move your body. it was already the worst thing that the gates damage was changed. if you ever did serious ppt you know that its alot work and time to defend the camps to let the dolly's run inside your structures. the reward for this work is a higher score for that higher tier. why do you all think this hard work shall be destroyed in minutes attacking a structure? what is all this crying on the forums that something must be easier? if you have trouble getting into a structure cause the enemy is inside bunkering and using siege you cant reach maybe build so called golems which are inside the game available to you. stop the nonsense posts on the wvw forums please cause you only reveal your noobness. embarrasing what some people write here each day. Link to comment Share on other sites More sharing options...
DeathPanel.8362 Posted June 15, 2019 Share Posted June 15, 2019 SMC is already extremely easy to break into. It's just that it's not that easy to capture if there's a determined defense. Link to comment Share on other sites More sharing options...
XenesisII.1540 Posted June 16, 2019 Share Posted June 16, 2019 SMC is the biggest structure in the game and it should require effort to take, and while it can attack all outer towers, you can also safely attack all it's outer walls and usually multiples are down, and even kill the siege on 3rd floor without going up there. There are 3 teams in EBG, sometimes it may require 2 teams to hit SMC to break it. If you want to break SMC from a team then constantly put pressure on them, and not on the 3rd team so they take a hint to do the same. The biggest mistake the two teams who don't own smc do is hit each instead just because it's "easier". The enemy of your enemy can be your friend. If you can't gather enough players on the most populated wvw map in the game, or manipulate the other enemy to attack and take smc, then you don't deserve it. For every structure and just about every siege placement in the game there are counters for them, it's just people are too damn lazy to do it efficiently and just want to bulldoze their way into everything, even if it requires them to spend 4x the time. I once saw TW build a bunch of trebs and shield gens between smc and wildcreek to break the nw gate of t3 smc and clear the area of siege, know how many other times I've ever seen that happen in 7 years, 0. Because every commander would prefer to run up to the gate and sit under siege with rams, they wipe, then run back to the same kitten gate to do the same kitten thing again, and again, and again. Think outside the box instead of the straight line to lords. Link to comment Share on other sites More sharing options...
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