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Camelot Unchained Column: Offense vs Defense vs Tricks

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129

imageCamelot Unchained Column: Offense vs Defense vs Tricks

There I was, sail at half-mast sipping on a bottle of “meditation” as I casually drifted through the CUniverse wondering if this column would ever find its soul. Just when I was about to take a dive into the dark waters of infinity (sleep) I was awakened by a succulent smell on a gentle breeze that was this juicy tidbit from CSE Ben in the latest Camelot Unchained newsletter.

Read the full story here



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Comments

  • meddyckmeddyck Member UncommonPosts: 1,282
    FYI they ended crunch mode around the time they announced the Beta 1 delay except for the ability building rebuilders.

    DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer

  • cameltosiscameltosis Member LegendaryPosts: 3,847
    In terms of tricks, I can think of a few examples.

    In WAR, Orc Choppas and Dwarf Slayers had the ability to enter postern doors in keeps. Nobody else could do this, it was a unique ability so it meant that in sieges, instead of basically only defending the main keep doors, the defenders also had to start defending postern doors too.

    I can imagine TDD having similar sorts of tricks - being able to get in through postern doors. Whereas vikings might just have really powerful siege engines, perhaps TDD will use their increased mobility to run to the keep walks to cast spells that weaken it (sappers!). Its more risky - the sappers could get taken out on the run to the wall, but sort of fits with guerilla style.


    I do like the idea that the rock-paper-scissors style balance is being applied to the realms as well as down to a class level, will make the game even more interesting! Sort of sounding like Turtle (arthurians) vs Zerg (vikings) vs Guerilla (tdd).
    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • NanulakNanulak Member UncommonPosts: 372
    I think the advantage of the skirmisher will come into play after the first 20-30 minutes of siege when resupply becomes a necessity. Ammunition and repair materials inside the keep is a finite number. Swiftness and agility now becomes a factor as to stopping the defenders resupply. As a defender, will that swiftness and trickery help to get past blockades to keep your defenses going?

    All I know is.. I am ready to find out.

    Nanulak

  • SinsaiSinsai Member UncommonPosts: 405
    I see this eventually being scrapped possibly after release just like the whole melee realm(Midgard),magic realm(Hibernia),balanced realm(Albion) was scrapped for DAoC after release.

    This was due to the mass whinning that ensued from players who got owned from range or in straight out melee fights.

    Mythic worked their buts off to try and rebalance the realms, and classes, for along time i.e. Left Axe nerf which was some of the bonus damage Midgard got because they were the "Melee Realm"
  • cronius77cronius77 Member UncommonPosts: 1,652


    In terms of tricks, I can think of a few examples.



    In WAR, Orc Choppas and Dwarf Slayers had the ability to enter postern doors in keeps. Nobody else could do this, it was a unique ability so it meant that in sieges, instead of basically only defending the main keep doors, the defenders also had to start defending postern doors too.



    I can imagine TDD having similar sorts of tricks - being able to get in through postern doors. Whereas vikings might just have really powerful siege engines, perhaps TDD will use their increased mobility to run to the keep walks to cast spells that weaken it (sappers!). Its more risky - the sappers could get taken out on the run to the wall, but sort of fits with guerilla style.





    I do like the idea that the rock-paper-scissors style balance is being applied to the realms as well as down to a class level, will make the game even more interesting! Sort of sounding like Turtle (arthurians) vs Zerg (vikings) vs Guerilla (tdd).



    so could witch elves witch hunters white lions and marauders it wasn't unique really at all its just the stealth classes were the only ones that wouldn't die when they did it since they would stealth attack and jump off the side. In DAOC there was climb points on each keep for assassin classes to climb the wall to perf art. on casters dumb enough to stand there nuking. There is always zerge busters in mythic/MJ games.
  • astraycatastraycat Member UncommonPosts: 15
    I doubt it'll be a style of combat truly unique. I'd imagine (and hope) it's more that they're slightly better at this or that than other realms. This may lead to different tactics becoming the meta for certain realms, but I do hope there aren't many or any combat styles that are completely exclusive to certain realms. At a basic level, there are only so many options in a siege, and some will suit certain situations better than others. Sieges will likely be boring enough without limiting options further.
  • Titan_UKTitan_UK Member UncommonPosts: 2


    I really like the idea of each realm having a style of combat unique to them, I just don't see a path to tricks being able to hang with offense and defense when it comes to a siege. I mean, guerilla warfare is literally the exact opposite of siege.



    Don't focus on offense and defense?

    Sprint up, lob a nice grotty plague ball or 5, over the wall, run away. Come back when everyone's finding it hard to lift a sword.

    Build a nice shiny wooden err mushroom as a 'present' for the keep and hope no one notices the giggling and drunken singing of 'Hibernia my Home' coming from it.

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