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Why Can't We Win a War Zone?


mclxviii

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Nicely written.

(generalisation). You may want to create an abridged version with bullet points, summaries and no Art of War Quotes...thats my opinion anyway.

 

And that is why I made the videos. The text write up is wasted on most younger folks, I agree, but it is the source material for the commentaries on the video in case someone wants to look at something more in depth.

 

Thanks for the feedback and the example for using floor balance in a creative and smart fashion.

 

--m.

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Good guide.

 

 

 

My guild calls people chasing after stupid targets "squirreling" after the dog in UP. We've capped so many points and doors using the tactic of running people away from objectives that it boggles the mind.

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There are three ways to play Huttball.

 

One is much like a pack of 6 year olds playing soccer. One is control and one is the fast break, much like basketball.

 

The pack method is the simplest. Do what feels good. Don't care about winning. Hope for oranges and diet energy drink after the game. Pay no real attention to where the ball is. Satisfy your own personal agenda. Spend your time dueling. Spend your time running away. Do whatever floats your boat. I see this as a legitimate play style. The developers made a space for you to play in but really give you no instructions or expectations on how to play. There is no penalty for losing. You can grab your four medals and usually quite easily. Do your own thing.

 

As for control set up at choke points and behind barriers such as fire traps. Make sure people do not come past you. Make them pay with their in game lives if they try or at the very least pay with yours to slow them down. Systematically support your ball carrier and destroy your opponent's ball carrier. This will win you and your team a lot of huttball especially if you are playing versus a team who is playing like a pack of 6 year olds playing soccer.

 

The most glorious manifestation of the game is the fast break. Make passes to team mates. Move down field to receive passes. Leap over barriers and up to platforms. Use your abilities to push and pull foes away from the ball carrier. Use guard and heal the ball carrier but most importantly move the ball towards the goal using the pass ball command and the blinding speed and athleticism of force using advanced classes. This team will annihilate the youth soccer opponents and both destroy and vex the control playing teams. They literally cannot control all approaches to the goal line. They literally cannot kill fast enough to stop the ball carrier when you pass three or four times in a row.

 

After reading this what is my suggestion to you? You can play huttball however you like. Nothing has changed. But if you are after winning the game observe control players and fast break players. Emulate their tricks and tactics if it would please you to do so. Use them in conjunction with others who you will be lucky enough to play with from time to time. If winning the game means a lot to you find some like minded people group with them in PvP for the eventual huttball match and wreck people. It only takes two to four people working in concert and coordination as either a fast break or a control team to have a lot of fun ruining other peoples' days in huttball.

 

--m.

 

from the Plus Ten to Awesome 'blog at

 

http://plustentoawesome.blogspot.com/

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Sadly, I doubt many people who should read this post will read it. It has a ton of great information, so I appreciate you writing it up. Hopefully some people who are still learning PvP will gain something from it.

 

I agree with another that you should change your thread title. I read the whole first paragraph trying to figure out "ok, where exactly is it that he says he is having trouble winning a warzone." It was just a bit confusing.

 

Anyway, thanks for the writeup. I hope it helped someone out there. I fear, though, that those that should read it will probably not read it due to length :( But here's to hoping!

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In general, advising two players to a door in Voidstar is fail. If you can't be bothered to count the attackers (if 8 are on west, noone will be stealthing east), just leave one on the empty door. Even if he is ganged upon, he can call inc fast enough for others to run over.

 

On a more advanced note, winning voidstar is all about burning the defending team down, but not killing them until right after a respawn window. There's not much point to killing anyone right before the defender door opens. Tip: it's on a set schedule, learn and use it to your advantage.

 

Tricks include things like purposefully dying as an attacker after a door opens in order to respawn at the next spawn point, ahead of your killer(s). etc.

Edited by Gnugthreeonefive
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The Reverse Triage Method of Target Priority in SWTOR PVP

When I first started playing MMO's I played healers pretty much exclusively. It made sense I was a fire brigade captain and a medic first aid trainer. Medic first aid practitioners, at the time, could do every procedure a California EMT could except for one.

 

When I first played a DPS class, after playing a healer for years, the first thing that I noticed that doing dps was pretty much like healing; just in reverse.

 

You have probably heard the word triage. It is a ranking and prioritization technique used in emergency medicine when there are more who are sick and injured than there are care givers. It is kind of ruthless method, but necessarily so, for ranking who you can save and who you can't with limited resources. For example you don't do CPR during a triage situation. You don't have the resources to put one or two care givers for an indefinite period of time on one person who is technically dead in the first place. If you can clear an airway and get someone breathing you do that but the prognosis for CPR is someone who is not breathing and doesn't have a heart beat. Triage is about who can wait, who needs immediate care and who cannot be helped.

 

I got to thinking about triage last night. I cross indexed it with my thought that dps was reverse healing. If that is so then what is reverse triage? It would be battle field prioritization of targets.

 

Here is what I came up with.

 

Your first priority are those opponents who are hanging on to a sliver of health. Even with a sliver or health; even with one hit point, an opponent is still 'alive' and can do full damage and take objectives. There is a nice piece of video coming on my stealther highlight videos of me at about 5% health killing a bounty hunter at full health and then taking a door on the Voidstar and then grabbing a health power up and defending the door. Take out the guys with a sliver of health first. This is what I mean when I say "cull the weak".

 

Your second priority are the opponents you can insta-jib with a one button kill. For example a knock back off of a bridge on the Voidstar or a pull or a push into a fire or acid trap in Huttball. There is no faster kill in SWTOR than an environmental death.

 

Your third priority is a wounded person who has someone else attacking. A person who is wounded can win a duel. A person who is wounded will be at a great disadvantage when there are two or more people who are attacking them. This is what I mean when I say "curb stomp".

 

Your fourth priority is to kill a wounded survivor of a duel by yourself. This is technically a duel but one where you have an advantage of time because the other person has lower health. If you play collectable card games you may have heard of "time advantage". This means you have a "life" advantage over your opponent. Wouldn't you jump at the chance to play Magic, for example, versus an opponent who has 5 or 10 life if your life is at 20? This is time advantage and you should exploit it during the game for good use.

 

Your fifth priority is to attack those who have full health by yourself. This is the true definition of a duel. This is also why I admonish dueling during a match. These is the least desirable situation you can be in in a pvp match. You at whole or less hp versus a fresh opponent solo. The only thing that is worse is you versus many opponents at full health.

 

Your sixth priority is to attack multiple opponents. You shouldn't do this at all frivolously. You should only do this in defense of an objective and not with thought to kill as much as to delay and to sell your life for as much as you can. Use your crowd control. Use your target priority within this fight to cull the weak and insta-jib. Curb stomp as you can; if you can. This is mainly undesirable because you would be voluntarily making yourself a third priority target; an easy kill. Use this when you have to but die with a purpose. Sell your life for as much as you can.

 

This is what I came up with for the "reverse triage" target priority method. I invite your comment.

 

--m.

 

from the Plus Ten to Awesome 'blog at

 

http://plustentoawesome.blogspot.com/

Edited by mclxviii
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In general, advising two players to a door in Voidstar is fail. If you can't be bothered to count the attackers (if 8 are on west, noone will be stealthing east), just leave one on the empty door. Even if he is ganged upon, he can call inc fast enough for others to run over.

 

If you can't be bothered to count all the way up to 8, that is fail.

 

A single defender, even if they call out inc on ops, is far more likely to get outnumbered and curb stomped.

 

One stealther can /mez a single defender long enough to catch a door. If they /trinket out of it the /mez again and get it for sure.

 

With two on each door and four floating in response to attacker pressure you minimize your chance of being outnumbered significantly.

 

2 greatly outnumber 1. With 2 on the door it takes a rush of at least 4 to greatly outnumber them. That is half the team.

 

Also with calling out inc to each assault on a door you have no idea how many will drop the 'strong side' and go to the 'weak side'.

 

On my stealthers I regularly go versus one defender on the weak side and force an over shift to my side. I will play Voidstar all day long with a 4 v 1 fight on one side and a 7 v 4 fight on the other.

 

If there are two on each door and 4 floating there is enough to shut down solo stealther strategies and over shifts both.

 

Even if it is a day of 2 v 0 and 6 v 8 I will take those odds all day long too on defense.

 

--m.

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1.

 

When facing multiple opponents alone you should:

 

C) Rethink your priorities and move elsewhere.

 

2. When playing Huttball you should pass the ball when:

 

C) When you see an ally downfield in an advantageous position.

 

3. On the Civil war map which objectives are easier to reinforce:

 

C) The east and west objectives when held by your team.

 

4. AOE is best used where on the data core raid?

 

C) All of the above.

 

5. According to the band 'Right Said Fred' where should you be in Huttball.

 

C) On the catwalk. On the catwalk.

 

6. When you outnumber people rushing the objective what dance move do you suggest?

 

C) The Curbstomp

 

7. Who should you kill first?

 

C) The opponent with the fewest hit points.

 

8. Who should attack the person you should kill first?

 

C) Everyone within 35 meters of the objective.

 

9. Would you rather be a Rotworm or a Frogdog?

 

C) Which team is penetrating and using passes more?

 

10. Who is the hottest blonde who ever lived?

 

C) Diana Dors.

 

LOL when in doubt, the answer is always C ;) but I was tempted to use the double pump head fakey and the cabbage patch (I have to admit, those 2 got me). Great write up BTW. If it's alright with you, I'd like to post this for my guild.

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  • 2 weeks later...

SWTOR Huttball Fast Break in Soccer Terms:

 

I have been thinking about how to do better description of how to run a fast break offense in Huttball and I think I have found my paradigm.

 

A good fast break offense does three things. It penetrates down field and has players who set up passes for scoring. It controls the middle to grab the ball after a touchdown to start another fast break. It defends its own goal to stop other fast breaks.

 

In my thinking this makes for three types of positions on the team.

 

Forwards:

 

They position themselves down field on the catwalks, behind fire traps or acid traps or even in the end zone to receive the ball to score.

 

Stealthers, Cloth wearing Jedi or Sith, and Trooper/Bounty Hunters who have Storm/Jet Charge or Hold the Line/Hydraulic Overrides make great forwards. Jedi and Sith with their leaps do as well.

 

Stealthers can set up past the traps in relative safety and wait for the ball. They can even set up in the end zone and make pit strategy pay off. Pit strategy is where the ball carrier runs to the pit on purpose to either toss the ball to a waiting team mate in the end zone or to leap to a looky-lou opponent. The former being a more reliable method than the latter.

 

Clothy force users have speed boost abilities and shield or speed boost ability and stealth. Both great combinations in a forward.

 

Heavy types with mobility granting powers like troopers and bounty hunters who are specced deep enough to get these powers also make great forwards. Jedi and Sith cheat. They get this powers through normal level progression.

 

The most important things a forward can remember is to penetrate down the field and to be alert for outlet passes to other forwards for the score. Carrying the ball all the way can rack up objective points for you personally if you make it but net you zero if you are a ball hog who keeps your team from scoring by being greedy with the ball.

 

Halfbacks:

 

Two or three good forwards can give the opposing team fits when running in a fast break in Huttball. Two or three good halfbacks who stay at the ball spawn area and protect the middle from opponent and pass to the forwards can destroy another team. They are key elements to successful fastbreak offenses in Huttball.

 

They can also support the forwards with their crowd control abilities and dps at least until the forwards are clear of the center of the field. Healer support of the middle is more important than protecting the forwards. Smart forwards can move the ball faster than even concentrated fire can kill them by passing the ball past environmental traps.

 

Good forwards can demoralize opposing teams. Good forwards with good halfbacks can destroy the other team both in scoring and in morale. I have seen teams who were coordinated but outnumbered totally destroy overwhelming forces just by using forwards and fullbacks in an intelligent fashion.

 

Nothing makes for an easier score than passing the ball down field immediately after a touchdown is scored. Usually the entire opposing team is either out of position or waiting to get out of the gates from respawn. This is the job of the halfback. Secure the ball, support the forwards when they can and start a new fast break as soon as possible.

 

Fullbacks:

 

Two good fullbacks can stop the opponent's penetration and negate their ability to get their own fast break going. Ranged dps are the best at being fullbacks. Sniper/Gunslingers are the best at being fullbacks. Two of them acting together and focusing down targets can both support midfield and deny enemy penetration into your side of the field.

 

There is a fourth position actually. Those who are not playing one of the first three. Those who don't play as a team can benefit your team somewhat by keeping the opponents from reacting properly to your offense.

 

A tanker or tanker hybrid who drags opponents into duels and distracts them from reacting to the fast break is almost helping you. Sort of. When I am out of position and trying to get back to where I need to be and find that two or three or even four opponents are trying to focus me down for a kill I smile.

 

I know our next score is coming right up.

 

--m.

Edited by mclxviii
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  • 2 weeks later...

Short of a major revision, which I have done at least once already, what's done is done here.

 

Even though there is a new map what is here can cover it and probably any other conceivable map BW can come up with.

 

1. Hit 'em where they ain't.

2. Bring a buddy and outnumber some people to win.

3. Give your opponent the opportunity to choose between two bad decisions.

4. Profit.

 

--m.

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