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Disappointing that we have a whole arena for the 5/5 finale, but it's best to just use the entrance chokepoint


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#26
xROLLxTIDEx

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In this case, camping the spawn door is not a cheat but a tactic that relies on using an area that by most accounts should be sealed off when the battle begins.  Placing the flag should teleport any team members not in the main area to the flag and the spawn doors should automatically close at that time.  Again, players can use whatever strategy they want but at some point camping in the spawn door may very well be considered against the spirit of the game and get fixed.  Finally, no one is saying to fight in the open (please provide a quote if you feel they are) but you can easily perform a rotating defense using chokepoints without having to sit in the spawn area.

 

I feel confident that the developers did not mean for the players to sit in the spawn room and that they will.... eventually... do what you say and close the door behind us.   However, I have no problem with people using whatever tactics are available to get the best gear the fastest way they know how and at this point, camping that door is it.  I do agree with you that the door will eventually be closed behind us and it should be.

 

And the Venatari Commander will be buffed.  She needs it bad.



#27
SofaJockey

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Holding extraction the room 5 lobby can work on routine level, but like MEMP I can see the tactic failing pretty quickly on higher difficulties when I imagine the whole team should fall back around the perimeter, limiting the number of enemies they can encounter as much as possible.


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#28
Catastrophy

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[blah ... blah]

 

In this case, camping the spawn door is not a cheat but a tactic that relies on using an area that by most accounts should be sealed off when the battle begins.  Placing the flag should teleport any team members not in the main area to the flag and the spawn doors should automatically close at that time.  Again, players can use whatever strategy they want but at some point camping in the spawn door may very well be considered against the spirit of the game and get fixed.  Finally, no one is saying to fight in the open (please provide a quote if you feel they are) but you can easily perform a rotating defense using chokepoints without having to sit in the spawn area.

Looking at the skill tree of the Templar makes me feel they want to encorage chokepoint defense - however I wish not every group would hug the spawn point just to get lolstomped by the demon commander in a narrrow hallway.

Circling the map works well against Venatori and Templar if the team works it out. I agree that it's easier to defend the fountain room against them (but not when the templar boss comes early) - especially with an elementalist e.g. But it's not really fun, I like more push in the gameplay.

I never had the opportunity to do it against demons since all parties insisted in getting killed in the fountain room.

I'd like to see the fountain room closed, the demon commander nerfed hard or have us pick the faction so we can vote with our feet what we think of Geth Prime 2.0 with sync kill.



#29
DarthLinebacker

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Well, no, Darth. In a real fight, no commander or inquisitor in their right minds would try to hold a last stand in an indefensible position.

If your back is to a wall that won't fall down, you have only to fight on one front, ideally. There's no shame in wanting a defensive position that works. There is shame in making it your only strategy day in day out, as was the case with FBW/G/G

If you want to fight out in the open, I'm guessing you were a Vanguard of some sort?

Sometimes, but I played mostly everything in ME. Sure, camping can work but overall it just kinda grinds on you. I'd much rather have room to roam, find new positioning, attack some flanks. Makes for better players and faster clears. Having your back against a wall might mean you can't get flanked, but it also means you have nowhere to go when crap hits the fan. Someone said that smaller forces work best in enclosed areas, but guerilla attacks are not without merit or strategic value.

#30
Naitaka

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The problem is too many of their abilities are designed around holding a choke point, probably a result of sharing those ability with the single player part. Just look at things like Static Cage, Disruption Field, Pull of the Abyss just to name a few. As a result people pick the safest choke point in the game where you can't be flanked. The fact that archer can do up to 600+ damage on my Reaver in a single shot is probably another contributing factor to the popularity of this playstyle.



#31
VilhoDog13

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Thank god others are mentioning it as not always working out. I keep getting PUGs that do NOT understand that it's not always good to lock yourself in a room with no escape. But ok, whatever, don't listen. I can't believe this strategy is a thing. On harder difficulties it REALLY shows as being a poor strategy.

#32
Vishimtar

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I ignore this strategy on my assassin.  I do much better out lone-wolfing culling the herd.  I don't mind it when I'm on my lego or ranged, though.



#33
Cirvante

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Thank god others are mentioning it as not always working out. I keep getting PUGs that do NOT understand that it's not always good to lock yourself in a room with no escape. But ok, whatever, don't listen. I can't believe this strategy is a thing. On harder difficulties it REALLY shows as being a poor strategy.

 

Works really well against Venatori on Perilous. Can also work against demons if you have a good AW and a Keeper. Red Templars can be a bit more tricky, but a good Legionnaire can tank the Commander while one or two Elementalists spam Firestorm and Wall of Flame on the chokepoint.



#34
Shahadem

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So you're against Tank and Spank but you wanted to dig in on FBW/G/G? Can't you just go to staples and buy an easy button ?

 

I liked shooting mobs in the head with my sniper rifle. That was my only joy in ME3MP.

 

While I can accept that other people like different things, apparently you can't. And Bioware couldn't either.


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#35
LinksOcarina

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Reminds me of the chokepoint found in Noveria for Mass Effect 3.

 

You know they will change it to make it more of a challenge sometime. Probably in the first major update.



#36
Pureshadow69

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Personally I find this tactic incredibly lame.  Sure it can be effective with the right classes (i.e. Mages) but most players want to do it all of the time even when their classes have no advantage and are cornered when things go bad.  At this point I'm not sure if this strategy is the result of lazy tactics or just bad players.

 

it makes sense to bottleneck the enemies.  the bad players are the ones that run out there so the enemies can flank them and do more damage.

 

it's done this way in reallife too.  how many terrorist do you see run out in the open between an army?  same for hostage situations.  you have watched too many action movies and played too many call of duty games.



#37
gay_wardens

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lol @ people who think you can't funnel the commander into the room

 

you guys really need to start using challenge instead of war cry



#38
teltow

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Who wants to be flanked? Having your enemy come from one direction and into a choke point is actually a smart strategy.

 

But hit and run is more fun. And I feel trapped sometimes with that choke point tactics.



#39
Ryusai

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The door NEEDS to be locked.. This makes it pretty boring..



#40
TheThirdRace

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The door NEEDS to be locked.. This makes it pretty boring..

 

The maps needs some choke points with room to move, not big open space so you can be shot from all angles. When they all are up to snuff, then they can lock the door all they want...


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#41
VilhoDog13

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lol @ people who think you can't funnel the commander into the room

you guys really need to start using challenge instead of war cry

The problem isn't being able to do that - it's the fact that you're grouped up in a small room with a **** ton of AoE CC.

#42
Shahadem

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And there's another reason why grouping in the room is preferable, protection from ranged attacks and the fact that AoEs just don't work as well when you are trying to deal with mobs and party members that are scattered all over the place in a game where you can't duck behind a wall for cover shooting.



#43
Kraun

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There is just too many "adds" in the 5/5 to control that area, even with a "glitter notebook-group" .. they just do far too much damage and hone in on 1 or 2 characters to any sensible way to "non-cheese" it.



#44
TeamLexana

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I'll use the whole arena against demons most of the time. I refuse to get locked in that small space with the pop up weasels. It's much easier to run around and kill adds, then deal with the commander. If I am playing with someone I know is a good tank and can hold the commander, then maybe we'll stay in the room. It's mainly easier just to keep moving though.



#45
MadMaximoff

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The only time I want to Choke point is on the Orlesian Chatteau vs Red Templars or Venatori with the Archer, the small balcony is excellent as you can see a good way past the entrance and pick off other archers with relative safety.

Other times I'd sooner be on the move constantly, creating small chokes as we go or on My Sin, stay completely outside and hunt down Archers, Assassins, Fear Demons and the like and take them down before they get near my team mates.

#46
Angloassassin

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I find that holding the choke point is only a good strategy if everyone can handle their job. Had one group that made it work against the Demon commander - only to get Rofl-stomped the second go against Red Templars.

Give my Katari some room to breathe, funnel the enemies in through a narrow hallway. Then it's Charging Bull+Earthshattering Strike+Mighty Blow. And by then, most, if not all the things are smushed, and on fire. 

Works especially well if You've got a Keeper/Elementalist mopping up the rest, applying friendly amounts of barrier, and a Legionnaire/Templar holding the choke point. By then, I've got Charging Bull back, and Bam - Running back down the line into the room.

 

Mayhem all around.