10v10 Ideas and different BGs

Quietly raises hand and nervously adds to this request: "Can it be held at Australian evening time?"

Jk, no chance. It's about 2am Pacific time when I'm logged on.

You kids run along and have fun!

Ew, wouldn't it be 10:30 am for you guys there at 8pm est ?

I doubt people will sign up if i make it Australian evening time... =/ would be like 4 am for US.... =/
 
I prefer AB. I make pandas just for running AB. Jump off of Lumber Mill, jump off the cliff on to Gold Mine! Might even get some elementals to play if we play AB! Let's set up a PuG night on Friday!!
 
I'd say do it RBG style with 10v10 in AB and EotS.

Both are viable for F2P, and both have multiple, interesting strategies as far as gameplay goes.

I do get a bit tired of CTF style games. I'd be down to strat call for AB or EotS.

Comps are essentially the same, in my opinion. The way RBGs work (or at least used to) is that you queue up and don't know what BG you're in until you've joined. So in AB for example, you have your Flag Tank normally go to Blacksmith with 1 healer (probably Disc), where they attempt to delay (or capture) the node for as long as possible. The rest of your team goes to LM (slowfall advantage to BS) with the exception of your rogue, who goes to GM (usually to 1v1 the other rogue). The winner of the teamfight at LM normally ends up snowballing the game, but that's just the nature of Capture-Graveyard style battlegrounds.

P.S. Usually the healer who is going to BS with the FC caps the flag at Farm/Stables.

EotS has slightly more variance, but it essentially comes down to controlling 2 nodes and winning the mid-fight at flag. Which is where your Rogue/FC come back in, since they both excel at defending a node 1v1 or even 1v2, but are pretty marginal in teamfights.
 
Agree with Bop on AB, basically just "whoever wins the first fight wins the game" when both are playing the same strat. Very tough to get back unless you manage to snipe a healer early in a fight or someone on your team is a giant carry.

EotS is different though, mainly due to the smaller map size allowing sneak base caps if your rogue can solo the base defender. I've seen a lot of games with one team perma-capping flags, then they get 0-4 base capped with enemy team putting all resources into gy pressure to prevent runners.

Also, if you run EotS then elemental shamans will be huge for mid fight. One well placed thunderstorm can turn a game around.

I'd vote for EotS, even if I won't be able to attend :)
 
If a team executes AB's mobile defense team perfectly it can be very hard to overcome, but i doubt any team (especially pugmades) would be able to do that. Eots just seems 2 slow without rbg rules. In order for any team to take a base they would need 30-40% of their team on that base. So that leaves 7-6 ppl to defend both 2 towers and attempt to hold mid, lets say we play 3 healer max, 1 healer must be at the assault base, one at mid for sure as well, leaving one tower to not have a healer. Even if the one healer is floating then he can be cut off prior with a nova or other cc and then mid would just be neutral. So the most effective time to assault a base is while holding the flag at one base really, but then that just leaves the enemy team to better reinforce their defenses / offenses. I would estimate that in total from ur assault team landing at one tower it would take nearly 50 seconds to cap it, and thats if the defense is minimum and there is no response. Looking at this the meta for eots at f2p level would just be hold 2 bases and mid, sometimes u can try to feint a tower cap to try to get their defense to overextend. Once u have lead u hold flag every chance u get, making the enemy team overextend to try to force a cap or pick, then leaving mid or one of their bases ripe for the taking. Even if they get the flag, by the time they escort their fc or take rthe new base u would already have one of their bases and mid, if not both of their bases. In response they could reinforce their closest base but then u can easily react and take back ur base in time because of how long it takes to cap a baser
 
If a team executes AB's mobile defense team perfectly it can be very hard to overcome, but i doubt any team (especially pugmades) would be able to do that. Eots just seems 2 slow without rbg rules. In order for any team to take a base they would need 30-40% of their team on that base. So that leaves 7-6 ppl to defend both 2 towers and attempt to hold mid, lets say we play 3 healer max, 1 healer must be at the assault base, one at mid for sure as well, leaving one tower to not have a healer. Even if the one healer is floating then he can be cut off prior with a nova or other cc and then mid would just be neutral. So the most effective time to assault a base is while holding the flag at one base really, but then that just leaves the enemy team to better reinforce their defenses / offenses. I would estimate that in total from ur assault team landing at one tower it would take nearly 50 seconds to cap it, and thats if the defense is minimum and there is no response. Looking at this the meta for eots at f2p level would just be hold 2 bases and mid, sometimes u can try to feint a tower cap to try to get their defense to overextend. Once u have lead u hold flag every chance u get, making the enemy team overextend to try to force a cap or pick, then leaving mid or one of their bases ripe for the taking. Even if they get the flag, by the time they escort their fc or take rthe new base u would already have one of their bases and mid, if not both of their bases. In response they could reinforce their closest base but then u can easily react and take back ur base in time because of how long it takes to cap a baser

You're absolutely right about EotS being very slow without a direct capture point. That's why I don't extend it as being the best alternative to AB.

I do think EotS has some play - even with capturing being slow - because by that same measure, defending is just as slow. There is at least some permanence to actions, even if the initial assault is much harder than in an RBG environment.

I think we should try both :)
 

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