B
Brannor McThife
Guest
Ok, this is probably, like a good proportion of my posts, going to get a few people a little heated under the collar. But, it's Friday, and that's what I do on Fridays. ![Wink ;) ;)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
#1 - You can rotate your view!
Yes! It's true, while running one way, you can rotate your view to actually see the lone enemy standing 5 meters away ganking your poor lowbie realm mate...
#2 - XXXX yells for help from the south west!
Wow! People can yell for help in YELLOW (or whichever colour suits you), and that direction it gives, is actually where they are, opposite way...
#3 - It takes less than 10 seconds...
To stop and rez a fallen realm mate you JUST ran passed. Oneday, that could be you lying there. 10 seconds...10 FRIGGIN seconds and some power. The world won't end in that time, and you'll be far better rememberred as a kind soul that stopped to help.
#4 - When Camping a MG!
You should really post guards. The number of times I have watch armies camping a MG getting stampeded from both sides or even just from behind is amazing. The Hibs have this down to a T, and often wipe out Albs/Mids like this. How hard is it, to send a grouped infil/ns/sb (grouped so he can leech RP and not feel like he's losing out) to stand in an approach vector so he can give you maybe 5-10 seconds warning of inc!!!!!!111!!!11!!! Rather than the first thing you notice is the Zzzzzz above you head...
#5 - Send out scouts!
Ok, not the Alb class kind, but the infil/ns/sb kind. Have a grouped assassin (same reason as above) go out to scout the keeps before you get there. That way, you know what to expect. Of course, don't abuse the poor kids and leave them ungrouped and RP-less for their time. A scouted keep, allows you to prepare for your enemy (Rams needed, etc.)
#6 - When assaulting a Keep!
Just like at a relic raid, set up a blocking force. Nothing like being surprised from behind and/or having 2/3 groups of reinforcements "enter" while you're all bashing the door...
#7 - Help your local Assassin!
Assassins are sometimes neglected. They wage a constant battle on the ramparts of keeps (with each other) of which, most of the non-assassins only see a small part - do I climb, don't I climb, who do I PA, which what do I jump, etc. Nothing works as well at taking a keep as a few good (backed up) assassins. They can keep the defenders surpressed and OOM.
#8 - Get a friggin' MAP!
We're at that stage of the game (6 months down the line), where everybody who goes into the frontier should have a map. Print it out, (make sure it has a grid on it for /loc references). Not having a map anymore is NOT AN EXCUSE. The /loc works W->E, N->S. So 0,0 is NW, and 65k,65k is SE. Get it? Got it? Good. No more excuses for "Where are we?". Make it a requirement for all your guild members to have one before they go into the frontier.
#9 - Learn the zones!
Right, now that you have a full set of zone maps (Hrafn Warband's are really good), make notes on them as to where the "BIG BAD ASS BROWN DRAKES HERE! NOGO!!". Get to know the fastest, as safest routes between keeps. Also, know how much space you have to play with so that your route isn't easily predictable. Oh, and use #1 while running there...
Here's a good test for your noob frontier guild members. Have them do a solo tour of your frontier reporting the locations of every Lord in each keep. (ok, give 'em a few days, since you don't always hold all your keeps). Oh, and don't run in straight lines...makes it really easy for assassins to line up PA's...
And...finally...
#10 - For you "scouts"!
TONS OF XXX IN EMAIN!!! Means jack sh*t. Give a location based on landmarks...the mill, junction outside DC (Should be called HMK - Hibernian Merchant Keep - to stop confusion), bowl. Right valley between MMG and MPK heading away from MMG. Simply shouting "I got Middddssss!!!!" may sound cool...but is really only good for sowing confusion. A good scout is one that counts the enemy, and classifies them by class and level, and of course, numbers. E.g. "I see roughly 2 groups of Hibs inside. Most are red to me, a few orange. I count at least 2 druids, 1 warden, 2 enchanters, 4 tanks, 2 rangers and I saw at least 1 NS just now." Also, say whether the keep is claimed, if all those inside are from one guild, and if the doors are/have being/been upgraded.
Have a nice day.![Flame :flame: :flame:](/styles/smilies/flame.gif)
-G
#1 - You can rotate your view!
Yes! It's true, while running one way, you can rotate your view to actually see the lone enemy standing 5 meters away ganking your poor lowbie realm mate...
#2 - XXXX yells for help from the south west!
Wow! People can yell for help in YELLOW (or whichever colour suits you), and that direction it gives, is actually where they are, opposite way...
#3 - It takes less than 10 seconds...
To stop and rez a fallen realm mate you JUST ran passed. Oneday, that could be you lying there. 10 seconds...10 FRIGGIN seconds and some power. The world won't end in that time, and you'll be far better rememberred as a kind soul that stopped to help.
#4 - When Camping a MG!
You should really post guards. The number of times I have watch armies camping a MG getting stampeded from both sides or even just from behind is amazing. The Hibs have this down to a T, and often wipe out Albs/Mids like this. How hard is it, to send a grouped infil/ns/sb (grouped so he can leech RP and not feel like he's losing out) to stand in an approach vector so he can give you maybe 5-10 seconds warning of inc!!!!!!111!!!11!!! Rather than the first thing you notice is the Zzzzzz above you head...
#5 - Send out scouts!
Ok, not the Alb class kind, but the infil/ns/sb kind. Have a grouped assassin (same reason as above) go out to scout the keeps before you get there. That way, you know what to expect. Of course, don't abuse the poor kids and leave them ungrouped and RP-less for their time. A scouted keep, allows you to prepare for your enemy (Rams needed, etc.)
#6 - When assaulting a Keep!
Just like at a relic raid, set up a blocking force. Nothing like being surprised from behind and/or having 2/3 groups of reinforcements "enter" while you're all bashing the door...
#7 - Help your local Assassin!
Assassins are sometimes neglected. They wage a constant battle on the ramparts of keeps (with each other) of which, most of the non-assassins only see a small part - do I climb, don't I climb, who do I PA, which what do I jump, etc. Nothing works as well at taking a keep as a few good (backed up) assassins. They can keep the defenders surpressed and OOM.
#8 - Get a friggin' MAP!
We're at that stage of the game (6 months down the line), where everybody who goes into the frontier should have a map. Print it out, (make sure it has a grid on it for /loc references). Not having a map anymore is NOT AN EXCUSE. The /loc works W->E, N->S. So 0,0 is NW, and 65k,65k is SE. Get it? Got it? Good. No more excuses for "Where are we?". Make it a requirement for all your guild members to have one before they go into the frontier.
#9 - Learn the zones!
Right, now that you have a full set of zone maps (Hrafn Warband's are really good), make notes on them as to where the "BIG BAD ASS BROWN DRAKES HERE! NOGO!!". Get to know the fastest, as safest routes between keeps. Also, know how much space you have to play with so that your route isn't easily predictable. Oh, and use #1 while running there...
And...finally...
#10 - For you "scouts"!
TONS OF XXX IN EMAIN!!! Means jack sh*t. Give a location based on landmarks...the mill, junction outside DC (Should be called HMK - Hibernian Merchant Keep - to stop confusion), bowl. Right valley between MMG and MPK heading away from MMG. Simply shouting "I got Middddssss!!!!" may sound cool...but is really only good for sowing confusion. A good scout is one that counts the enemy, and classifies them by class and level, and of course, numbers. E.g. "I see roughly 2 groups of Hibs inside. Most are red to me, a few orange. I count at least 2 druids, 1 warden, 2 enchanters, 4 tanks, 2 rangers and I saw at least 1 NS just now." Also, say whether the keep is claimed, if all those inside are from one guild, and if the doors are/have being/been upgraded.
Have a nice day.
![Flame :flame: :flame:](/styles/smilies/flame.gif)
-G