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Is something wierd with Campaign?Follow

#1 Jun 19 2008 at 6:52 PM Rating: Decent
27 posts
After the update did anyone notice that the Sandy and Windy Campaigns went straight downhill after the update. I agree that its nice to fight the campaign like a Besieged but theres somethings I found just odd. We fight between 3-6 platoons back to back with almost no real break in between. In addition sometimes the NPCs don't appear till the battle is over. Now I can understand the difficulty of the battles in the capital to some extent but thats not whats really bothering me.

What truly bothers me is that we can't get much influence on the areas. We can't get a good hold of one of the areas because all available manpower is focused on the capitals. What are your thoughts.
#2 Jun 20 2008 at 7:50 PM Rating: Good
my thoughts. first DEFEND THE HOMELAND! Too many of us wandering to other nations ;p

Second, let the NPCs take the first hit. Beastmen seem to love mob tactics. You hit one, you aggro/link the whole damn pack of them. It really sucks. Then they roam from person to person, mowing them down. But if you let the NPCs establish some hate first, it'll be easier to pull targets off them. That leads to less player deaths, unless you get the worst of the NMs, and more freindly control.

I realize that's not exlusive, by any means. Ever since the patch, campaigns have gotten kind of nuts. Your first one or two waves comes in, and always pops up a Belfrey: AKA army generator. If you don't bash it down quickly enough, you got more waves coming. On a positive side, you don't have to jump all around to max out your XP gains, since you get a good helping of battle in one spot, with no waiting. On the negative side, all the extra carnage has done some major damage to the allied standings (I believe ONE non-city zone controlled by the allies this week!).

This requires a lot of cooperation, among campaigners. For example, in Windurst, they've done well to retake control of the city poper, but now that they have the foothold, we really need to start pushing back out. Start small steps, by pushing forces out to Saruta-Baruta, and go from there. Once we retake that zone, push onward to Fort K-N, etc. I don't believe the beastmen can attack a city if you control the neighboring zone. That may have changed also, but who knows. Just like with any major change, it'll take a bit for the players to adapt. Give it a few weeks, though ,and we'll be bashing beasties, just like old times.
#3 Jun 21 2008 at 8:55 AM Rating: Good
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649 posts
Tell you what the biggest problem with campaign is... SE has stuck with the teamwork philosophy throughout their continued development and expansions...

The player populace however has moved more to a me me me philosophy... I believe it would be a lot easier to take and hold zones if more people were willing to group up and use party tactics instead of using campaign as a penalty free, solo, XP vehicle.

That said, ninja tweaks and changes to campaign by the devs have had to have an effect also.
#4 Jun 22 2008 at 10:40 AM Rating: Good
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87 posts
I've been wondering about this myself. I don't have any solid idea of how to reverse the trend, but as of a few seconds ago, the Campaign Ops Pit Spider, Granite Rose, and Prying Eyes each had at least four stars (PS and GR had five). My guess is that those ops would go a long way towards lessening the morale and/or prosperity of the Orcish Horde (obviously I'm gearing this towards San d'Oria, but since Windurst is in the same boat as us y'all are more than welcome to contribute to getting ourselves collectively out of this mess.

My ideas: Focus on one zone, my recommendation being East Ronfaure. It's a short hike away from the city, and taking it back would allow us to take other zones back next week. Currently I've got 2 Op Credits, but I'd be up for doing Pit Spider or the other 3-6 person Ops.

It's also been suggested that we kill off the NMs, which would cause the normal orcs to retreat, allowing us to beat on the Fortifications. This may not be a bad idea.
#5 Jun 30 2008 at 4:32 AM Rating: Good
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1,805 posts
I've noticed half the time in Windy the NPC's that show up there are more than enough to take on whatever comes through the tunnel and starts attacking. We got the Flame Giant spamming Inferno. All we need in Windy most of the time are a few people who want to fight and a good chunk of healers. A SCH goes a long way in these fights. People are too lazy to heal half the time when you see a Whm spamming club WS when 8 people around them are dying..that and I hate it when people sit there get aggro from like 8 mobs and run right into the middle of where everyone is already fighting just to die and now the mobs either gang up and kill or spread out.

Quote:
I'd be up for doing Pit Spider or the other 3-6 person Ops.


Nobody wants to do them. I ask and everyone goes "Nah I'll just do Slaughterhouse." People don't feel like doing the co-op thing no more. The Wiki doesn't give a lot on what the change in the campaign battle for each ops puts on the beastmen. I'd like to know more about each op and what it does to help / hurt our forces / beastmen.

The General NM's I didn't know they'd retreat once it's dead since usually the general is the last one to die. I know before a battle starts I'll use my PUP with V.E. frame or my RDM to kill off the Imp healers before the fight starts. Then if I'm my RDM it's just a lot of dispelling to get all that haste/shell/protect/boosts..off those Yag's. But knowing that the mobs will leave once the general dies? I'd be more willing to SS myself / Blink myself up..cast Thunder IV and haul butt to the group of NPC's back by the Mog house and let him get his butt kicked. Heck half the time they're not doing nothing anyways but beating up the goblins that roam by.
#6 Jun 30 2008 at 5:35 AM Rating: Good
I finally got to try this this weekend and the only comment I have is STOP FREAKING RUNNING FROM THE MOB EVERYONE IS ATTACKING WHEN YOU HAVE HATE!!

Seriously. 20 people chasing down a mob that has hate on the one guy who thinks it's a good idea to sprint around Windurst Waters until he's toast and everyone else is so strung apart that we're picked off one by one. Grow a pair and take your death if you have to, there are at least 5 people waiting to raise your ***.

I was using the opportunity to get Hexa Strike from these but now that I have it I'll probably take more of a healer role even though I was healing as much as I had MP for. I agree with other comments, if you have a group that has a tank, dd's and a couple of healers you do pretty well against anything out there, it's when everyone is going after something different that you run into trouble.
#7 Jun 30 2008 at 11:58 AM Rating: Good
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1,592 posts
Group of people who want to meet and take back zones one by one with a specific strategy such as has been mentioned here? Kill those fortifications and specifically focus on the General first?
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