Ok, I’m anything but 1337 when it comes to these things, and scenarios in WAR so far have been overall pretty fun–even the horrible losses which have been fortunately few.
I took a few days off for RL constraints (and to generate more rested XP!) so imagine how appalled I was tonight when our former crack Order lowbies which just this last weekend seems like they couldn’t LOSE a T1 match (or few at least out of dozens and dozens) couldn’t tell a battlefield objective from a hole in the ground…
How quickly things change.
Now I’m not Bill Murray in Stripes (nor Sargent Hulka for that matter), but MY GOD, where’s Empire’s DIGNITY? Okay, maybe I just drew short straws all night as I was playing my rune priest mostly in Nordenwatch, but friends it was ugly. The scenarios were popping almost as fast as you could queue them, but it was fugly. Short bus fugly. Vanguard dwarf fugly. That dude in the Hills Have Eyes fugly. Lyle Lovett-Michelle Shocked love child fugly. Supreme Court repeals the 22nd Amendment and Bush wins a third term FUGLY. You get my point.
So, in the interest of being a candle in the night rather than cursing the darkness, I offer these observations about the Nordenwatch Tier 1 scenario which apparently may not be in the broader public consciousness.
First team to 500 points wins. Supposedly the team with the most points when 15 minutes expires also wins, but for some reason I’ve seen them continue beyond 15 minutes….
A player or players must be near a flag to capture that objective. Unlike WoW, you cannot simply tag and move on. Enemy players near the flag slow that progress down.
You can tell if you’re near enough to a flag if a progress bar appears on either side of the objective’s icon in the upper right of your UI (near your minimap).
To capture a flag controlled by the other side, the progress bar must recede from their color (Chaos=Red; Order=Blue); change to neutral, then proceed through your faction’s color. This takes some time. If you’re close enough, you can watch the progress bar move.
Each control point held by a faction generates points for that faction. All control points don’t generate victory points at the same rate. The Fortress (in the middle) generates more points faster that either the Barrack (Chaos side) or the Lighthouse (Order).
The winning team gets a substantial XP and renown bonus. It varies, but a high contributing winning team member may take away 6000-8000 xp while a high contributing losing team member may only take away 2000-4000 xp. Your mileage may vary and the more lopsided the score the worse the disparity gets.
If you don’t DO SHIT and your TEAM doesn’t DO SHIT, you get SHIT for xp and renown. Coffee is for closers. Role file footage of Alec Baldwin (NSFW). Not that you need to win, but a close match is good for everyone while a lopsided one is very bad for one side.
A few things to consider:
If NO ONE stays at a flag, it will not progress, nor will it change to your side.
If you are TOO FUCKING FAR FROM THE FLAG, it will not progress, nor will it change to your side.
Basic logic says, if you hold “your” flag and they hold “their” flag, then the team that controls the Fortress longest will win the scenario.
A few observations and suggestions:
God and Mark Jacobs and that other annoying British guy gave us collision detection. For those in the back of the room, that means that a player can block another player and (gasp) either impede their movement or shield their brethren with their bodies. Tanks can, uh, tank. Fo rizzle. Stepping in front of someone may be the most significant contribution you could make for your team.
Fight at the GODDAMNED flag. Not everyone needs to, but everyone needs to support the people there! The basic opening for this scenario is a) secure your flag then b) race to the fort (there are minor modifications, but this is always “Plan A”). The more people there, the faster it caps (or resists capping by the enemy).
Don’t forget to cap YOUR OWN GODDAMNED FLAG. Its frankly embarraskin when the Fort caps an you and the enemy notice your own flag is uncapped and unguarded.
When Order stops at the bridge and NOBODY actually goes to the flag because OOH THERE ARE ORCS AND RASPUTIN AND YODAS AND SARAH PALIN THERE, the scenario is lost.
In the interest of equal time, when Chaos stops on the ramp to the Fortress because OOH DANNY DEVITO AND ORLANDO BLOOM AND DOZENS OF CARROT TOP IMPERSONATORS are there, the scenario is lost.
Every scenario we won, we fought within range of the flag and in the midst of the pitched battle, LO AND BE FUCKING HOLD, the fortress capped. After a brief “huzzah” we would then go on to push the Barracks, defend the inevitable Lighthouse counter assault, and guard the Fortress like it was Omaha, Juno and Sword beach which it was and is.
Every scenario we lost, we fought on the bridge, on the rocks or FOR THE LOVE OF SIGMAR on the ramp down from the flag and well out of its range. The hearbreak of psoriasis is nothing like the heartbreak of seeing your team actually defeat the initial wave of attackers only to see the fortress remain uncapped as they respawn and return for a second assault.
I’ve played squishies (Archmage, Rune Priest, Bright Wizard), I’ve played tanks (Iron Breaker), I’ve played the in betweens (e.g., Witch Hunter, Warrior Priest, White Lion and Engineer) and group career make up doesn’t really change the equation too much. Yes, you need some healing, yes, you need some tanking, but you don’t need dedicated ones if you just stick to the basics.
Remember, for every scenario we lose, Mythic creates another Elf career.