This is actually only 20.
Itâs not even 20 unless you smashed us. It has never been the number, it is the closeness to the cave vs. the difficulty of reinforcing from SHGY.
Yea, itâs the never ending stream of horde tbh, and the lack of us being able to reinforce IBGY.
You canât just sit IBGY all game, you have to go south.
Itâs both, itâs quite common in close games for it to come down to horde spawning more than 10 at the cave.
If we are spawning more than 10 there at a time, you are railing us. Shoot, 10 at a time, you are railing us. Not saying it never happens, but generally speaking it isnât the number. It is the never ending waves of 4-7 coming in over and over and over again without enough reinforcements from SHGY to support it.
And thatâs the problem in games where alliance does start off railing horde, IE wiped the whole team in the middle early they are now most definitely spawning 20 at a time at the cave and that advantage is very noticeable.
But as you said itâs both the number of spawns and the proximity of the cave to IBGY, combine those two and itâs a major issue.
And you have to remember that until SHGY hard caps any horde that die north end up at the cave so unless alliance are playing zero D horde rezzing at cave will just keep increasing even if they donât start out at +10.
The point is, when a game starts the horde have first dibs on SF and realistically only have to dog pile on it to hold it since they start so much closer to it. After they have it they have a closer graveyard and the same res rate to take SH. They donât need to worry about you taking IBGY because hey if you cap it while SF is capping the cave will bail them out and make sure they have overwhelming numbers to mob you with. If alliance wipe while trying to take IBGY though they get sent up north to res at half the speed AND get turtled by the smallest bottleneck on the map.
If alliance try to take IBGY they donât have SF for the reasons mentioned above and even if they did they still are resing similar distance to the cave from IBGY at half as many alliance at a time. The point where alliance gain this benefit of cave res is too late and doesnât matter. It helps to prolong the turtle fest since horde already took SH and have you trapped there.
Horde have such an easier time getting the win condition(sh captured) itâs really not even debatable. The map and spawn locations make it very hard to take IBGY and basically hands SF/SH to the horde.
The horde can be aggressive in the middle and not worry about losing IBGY. If the alliance lose SH its game over. If the horde lose it, its well everyone that dies needs to run north anyways from the cave so they get it back anyways with no bottle neck blocking them and overwhelming numbers.
The win condition is Van/Drek dying, not capping a mid GY.
Yeahhh easy to say this when your comparable gy doesnât have a tiny bottleneck and has a cave beside it spewing out double the number of hordies that alliance has respawning at theirs lol.
Letâs be real once you take SH and bottle neck alliance the games over. You get free reign to spawn lok, you get to burn every tower except 2 in the base. There isnât any coming back from that in pug vs pug.
Thats called a turtle, not a win.
If you sit your whole team at a GY, the other team has a hard time taking it since theyre running in from another spawn in small waves. You can see this at every GY up and down the map.
Just always report Readheadchild and Misadventure posts for trolling.
Donât ever bother following up with their replies.
How many of these turtles have you lost while queing up for AV?
2 on sunday.
Just do a pre match arena. Whatever side wins gets the map advantage⌠oh wait the alliance will never win.
Funny enough, killing either one requires passage in the middle of the map to get there. When the map makes that much, much more difficult for one faction over the other, itâs a problem.
They like to pretend its skill allowing them to win. They never seem to notice they get to every point faster in greater numbers and literally swarm the alliance lol.
Its a pvp battleground. The map doesnt pvp.
If either team (or both) wanted to they could turtle for hours and hours. Its not really up to the map.
Ive said plenty of times that its not a skill thing. Even so, a half blind, one armed player is still better than someone who is afk.
As far as AV goes, it comes down to which team wants it more. The team with 1 second to 3 minute queues isnt going to be as hungry or motivated as the one waiting 2 and half hours.
Either team could turtle if they wanted yes but the map ensures that turtle would be a thing for the same faction 99% of the time while the other faction still gets all the honor/rep from killing/destroying everything else on the map.
Itâs almost like you think there are teleporters on the map and that taking GYs and destroying bunkers/towers doesnât matter. You can just teleport up n say hey guys turtle.
The map is the court weâre pvping on, itâs not a flat rectangle, nor is it even mirrored from side to side.
So yes the map can have a huge impact on how the game plays out, especially when it favors one side.