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Spawnkill on Osgiliath: The Bridge

Ajroets

New member
V1 Lord
I've only actually played on Osgiliath twice recently, so I don't really know if this happens in all the games, so I'm also asking the community if this is a common occurrence or if this thread should just be ignored.

It has come to my attention that after the Orcs capture the first flag, they encounter some resistance in capping the Dome. In the case in that their advance is halted, it seems that Gondor is actually able to push far back enough to bring the fight to the Mordor spawn. The first game I played I was on Mordor, and we weren't even able to leave the section of the bridge on which the flag sits. Frequently enough, Gondor would break through and kill people in the area around our spawn. They didn't even have a single Citadel Guard, and I don't believe we had any Chieftains either. The second time I played, I was on Gondor. We had trapped them in a similar situation, except we had 2 Citadel Guards and again they had no Chieftains. Again Gondor was able to break through and kill around Mordor's spawn before we killed them.

http://www.empirewar.org/forums/m/5312442/viewthread/23981953-massive-spawnkill-on-osigliath
Here's another example, you can clearly see the archers have Mordor pinned down, and soldiers are running over to kill.

So fix it, idk how, but something needs to be fixed. (unless this is just bogus, then go ahead and ignore it) I'm hoping someone else can come up with an idea on how to fix it.
 
Ideas: Make it so that when you try to cross over the bridge as gondor it stops you similarly to how it does on Helms Deep to prevent you from jumping down. In chat it will say "Defend the Dome!" or "Don't charge the enemy!"
Not only would this calm ish and me about people on gondor buidling over and helping mordor it would make it more realistic so Gondor would actually defend and not just attack, plus it would prevent spawnkills.
Also add Orc Chief as point because harad just doesn't cut it. Or make it so Gondor can't place wood in between the broken bridge flag and the dome, they can still make borders but they can't bridge over. Last suggestion is to make the Mordor spawn closer up and make the citadel guards spawn at the regular dome spawn and the rest of the gondor soldiers spawn way down at the back of the bridge so they have to sprint straight to dome.
 
Not only would this calm ish and me
Ish and I*.
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I like the idea with preventing Gondor from building bridges, because they really shouldn't be going on the offensive there, but with the current strength of both forces, I still don't think that's enough. Maybe also either make Chieftain a point class or give Harad Spearman some sort of buff. Even though it's got proj prot, arrows still do a fair amount of damage and they still give knockback.
 
Usually, USUALLY, Mordor outnumbers gondor by a bit, now, Gondor's ONLY HOPE basically, is the bridge, after that, Naz-guls come in, and it all falls apart for Gondor, all spread out, however, I do agree with the fact that we should buff Harad spearman, I also suggest adding haradrim archer, its a very useful anti-Citadel guard class, Due to the fact that poison is armor piercing, and nausea can help disorient the enemy, haradrim archer would be a great buff to Mordor, also, Haradrim spearman's boots should be made Iron, and maybe the leggings should be made iron as well.
 
Putting a cap on archers is the best way to deal with this problem. There just need to be an amount of melee players to a) push to get the flag and b) withstand a melee attack from the other side.
 
[quote user_id="8653932" avatar="https://cravatar.eu/helmavatar/TheWitchGuy/74.png" name="TheWitchGuy"]Archer cap.

*massive applause*
"We don't want to cap the most played class in the server" - Tim[/quote]
But it needs to be capped because it's the most played class on the server.
 
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