So we praying that TBC starts on that patch or 2.4.3!!
Graveyards are guarded by players who can zerg you repeatedly from a relatively close respawn point over and over. If the attackers can’t be reinforced, they will simply lose due to attrition. Spinning a tower flag or killing Galv don’t require fighting off respawning enemies for 5 minutes.
Yes. WE KNOW. Which is why we don’t cap towers or GYs when we go to kill LTs and commanders. At least those who’ve been doing AV for a while. The ones who cap the towers when they don’t have at least 20 friends with them are the noobs.
And yes, the archers in horde towers are great at peppering people outside the tower who are passing by, but they absolutely suck at defending against an assault on the tower itself. You can run right by the archers and fight the LT or commander inside the tower. The true defenders of horde towers are horde players.
I said a 5 man ninja team. You are talking about 5 people trying to attack an active GY with people currently rezzing at it, which would be stupid.
Group of 5 druids/rogues sneaks down to FWGY and soft caps it. Next wave of rezzers at IBGY (or SFGY) just heads south and kills them. If they don’t kill all of them in that one pass, they rez close by and finish them off.
Why don’t horde just send a “5 man ninja team” to cap SPGY and save themselves an hour of flailing away at SHGY every game? Maybe it has something to do with an inability to reinforce for the 5 minutes it takes to hard cap the GY?
We do send ninjas to the alliance base and frequently get caps.
I don’t know how else I can explain this. If you send 5 people into horde territory to cap things, then horde have to send people back to backcap it. If they only send a couple back because they think “oh it’s probably just a couple rogues” you have a good shot of capping it. If they send a large group back, well, despite what you may think about horde, we are not magical beings and cannot be in 2 places at once. Every horde that comes back to wipe you is one less horde that’s assaulting SH GY. You cannot win the game from SH GY, so moving the horde back to their own territory is a good thing for you. It gives you the opportunity to bring the fight to them.
If you send people into Galv, the horde KNOW you have at least 5 people there. Moreover, because of the nature of Galv, they don’t even need to send equal numbers back to wipe you. A few can easily do the job.
And this is the part you don’t get. SHGY is NOT IBGY. It is not “oh well, we lost it, let’s just go take it back.” If alliance loses SHGY, they essentially lose any chance of winning the game. It will not be taken back. That means that ANY amount of pressure on SHGY has to be respected. If we aren’t pushing well past SHGY, we have to be defending SHGY. Pulling 5 or 10 horde back from assaulting SHGY doesn’t free up any alliance to go do anything. They are still tied down defending. If Alliance have an advantage and start pushing down into FoS, horde just hit SHGY from behind and ninja a soft cap. So unless alliance is actually is saying screw it and willing to abandon SHGY completely, they are tied down defending it.
Horde has no equivalent to IWB pass that prevents recapture of a lost GY. They can try to push a GY and fail over and over and over without any real cost. If alliance tries for a GY and fails once, they lose the game.
And you’re right about Galv, they should have ignored him and gone for LTs and commanders and left Galv alone.
Whatever. Sit your whole team at SH GY every game then. I’m done offering advice.
Appreciate the suggestions, but he is right, I talked about this before when I talked about how if horde dye it literally means nothing, there is no negative to horde dying VS alliance dying.
Alliance die we lose the GY we capped and since we went to cap a GY we lost SHGY because horde just send all 40 horse to that GY to take it over and over.
Alliance have to attack and defend at the same time or we take no graveyard and we can’t lose SHGY till we cap another GY. Even then horde can just send people to whatever we capped after we lose SHGY and kill 1-2 of us at a time and those people who die get sent to SPGY, the horse however don’t care if they die, they either Rez at cave or IBGY so they are literally seconds away from our newly capped GY, just send more people and Alliance lose 1-2 more, eventually no Alliance will be south, doesn’t matter if we kill those same horde 30 times, they will eventually overrun the GY we soft capped.
Just curious. Do you know where alliance res if they die at SF?
Do you know where Horde res at if they die at SF?
Do you know which faction can free cap SF before the other can get there?
Just another reason your amazing strategies are worthless.
cool and how long do you last against 3 dps and a healer…
pretty sure its a lot less time than any decent tank can last solo against galv he doesnt hit that hard, I have tanked him without a healer for over a minute.
Well I am glad you are done offering “advice”
considering every single point you have made has been refuted and you have yet to amend anything… pretty sure you are the one who is deaf.
Alliance is saying why SHGY is important.
Horde says just weaken your defenses to try to take an objective.
Alliance says we try but ultimately fail because horde are free to be more reckless.
Horde says to come on, be more reckless.
Alliance goes nuh uh we want a chance to win.
Horde goes here is some sweet candy, come take it.
Alliance replies with no! We know you are just gonna take it back.
Horde replies with [explicative] noob take our damn bait to screw over SHGY.
It only applies to the respective factions GYs, or there some other component in the equation. Meaning dying in DB won’t send you to FW, but dying in SP would send you to AS.
Incorrect.
Exactly this.
I’m genuinely shocked AV was released with such a glaring inaccuracy, and nobody seemed to notice.
Everyone notices, it’s just there are no classic devs anymore. You have retail devs spending free time to maybe fix/change something. And who wants to do something when you are basically unpaid for it?
Hmm if that were the case then why would patch 2.3 have the following as an AV change…
“Players will no longer be sent to their starting tunnels on death unless that team controls no graveyards in the battleground.”
Don’t know. Maybe there was a bug, maybe it was changed for 2.0, maybe even 1.12 was this way.
But there’s a reason alliance never defend the bridge in classic, and it was legendary in vanilla.
There is also almost never a fight near FWGY, which was fought over constantly back then.
Do you even listen to yourself?
So now your memory trumps patch notes?
For you to be right the game would have to have started without cave spawns changed to cave spawns only to change back in 2.3 with only the change back being mentioned in patch notes with no reference to original behavior or bug fix, cause there is no notes on this being changed before 2.3.
ALSO
You claim that a vast majority of players are ignoring a simple and obvious gameplay error for AV spawning and either no one has reported it(which it almost certainly has been reported even though its wrong) or that they are ignoring bug reports that would be 100% repeatable and very simple to change to keep an inaccuracy in the map that gives a very significant advantage to the horde and helped cause this whole mess? Yet they are just leaving that in.
That is some serious conspiracy level thinking right there.
Or there is the fact that people spawned in caves from 1.5 to 2.3 and the behavior on classic is correct.
Have you seen a significant bridge defense in classic, even once?