Why use Pallintones against Towers!!!?

Zagg

Fledgling Freddie
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I have seen it hundrets of times and today again. A keep is under siege from one green tower, Albs come to defend and first thing they do, is put pallintones on all siege spots, that can reach the tower. Why?

Why not just make 1 or 2 Trebs and raze the tower? It's much faster than killing their treb on the roof with pallintones!
 

Alan

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Zagg said:
I have seen it hundrets of times and today again. A keep is under siege from one green tower, Albs come to defend and first thing they do, is put pallintones on all siege spots, that can reach the tower. Why?

Why not just make 1 or 2 Trebs and raze the tower? It's much faster than killing their treb on the roof with pallintones!

razed tower is hard to keep once captured

tower with the door open is easy to keep once captured
 

Zagg

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Alan said:
razed tower is hard to keep once captured

tower with the door open is easy to keep once captured


Sorry, but this is utter bullshit. A couple of facts:

Fact1: Trebs do more damage on doors than Palintones
Fact2: Razed towers can immediately be repaired after retake.

So back to my question: Why make palintones?

Pallintones don't give you more RP's and are generaly useless, unless you want to hit a Ram or non-mounted trebs. That is the only 2 reasons to build palintones.
 

Kagato

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Different towers have a different number of keep hookpoints within range of it.
Also a hook point that might not reach tower with a palintone may possibly reach with a treb which has longer range.

Thus ideally you want to have a palintone on the nearest hookpoint to the tower, but only one. Followed by treb's on the second closest and third closest hookpoints if applicable.

Reason being if theres trebs behind the enemy tower, the treb on nearest hookpoint is useless when the tower falls, whereas you can get the exact same result by putting the treb on the next hookpoint back, and put a palintone on the first hookpoint to counter any enemy trebs.

However this discussion is rather pointless, most people who are likely to read this will already of noticed my guide on the sticky thread and hopefully wont be the people making these mistakes, the people your refering to will most likely be people who do not read these forums and are ignorant of the facts. Point them in the right direction and everyone is happy :)
 

Drucken

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well i guess i agree with siegemaster K, a palinstone which can reach the trebuchet is very useful in an intense keep fight where you would probably rather be able to destroy the enemies siege weapons to protect your keep from further damage on walls and inner keep.

Razing a tower may not prove as useful as you say Zagg since in a bigger keepfight a smart enemy zerg would know when to retreat so even if you destroy the tower and capture it you may have a difficulty keeping it due to repair being prevented by enemies keeping it in combat, I don't have any RvRing woodworker but afaik you can't repair something which is in combat.

But ofcourse I agree with Zagg in that if a only a few enemies take a low tower to treb a keep, to get some action from enemies and get some RPs, it would be better to just set up 2 or 3 trebs and destroy the tower then zerg the enemies, since i think all crafters are are happy to get repair RPs out of it.
 

Kagato

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Oh I quite agree with zagg in that destroying the tower completely is the best option in 99% of fights.

It avoids getting wiped in the lord room, prevents the albs getting farmed, immediatly stops any threat to the keep, reveals any trebs hidden behind the tower and if nothing else pisses the enemy off.

However what I am saying is you need to THINK where you put the trebs and where you put the palintones.

Lets take Berkstead last night for example with mids in t1.

Theres a palintone on the southern hookpoint, it cannot reach the enemy trebs or even the treb on the roof, all it can reach is the tower and do 30 damage which is sod all, its utterly wasted.

Theres a treb on the northern hook point, it can reach everything but its only good for killing the tower.

Now with some forethought, had albs switched those around, the treb could of been on the southern hookpoint which is further back and STILL reach the tower to do its job.

That leaves the closer northern hookpoint free for the palintone which can now protect the treb, kill all the enemy trebs, even those behind and to the north of t1 and would of prevented a hole ever appearing in berkstead keep.

All you need to do is look at the enemy tower, then look at the keep layout and see which hookpoint is closest and which is further away.

Most towers have 2 hookpoints within siege range and in some cases 3 hookpoints, that means you can afford to put 1 palintone closest to the tower and trebs on the ones further back.

This is usually safe so long as :

Theres at least 2 people to operate them who know what they are doing

You don't need to drop the tower extremely fast.

Rebuilding towers is NOT a problem, and should not be worried about, people are usually fighting over who gets to repair now with the rps, and even if its being attacked that means enemies are still near so you have bigger concerns.
Dropping the tower is the safest way to take it and defend the keep.
 

zorbas

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If there are low ppl defender of the keep we have to use trebs to destroy the tower and if we are more than the enemies just use pali to open the gate and kill them all.

cu in game

:D George
____________________
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Kagato

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alternatively, don't listen to anything he says.


Palintones are not meant for doors, it takes hours to destroy one with a palintone, its less then 1% a hit.

Secondly i've seen larger numbers of albs still wipe in lord room due to pbaoe and twf, or by being dumb enough to kill lord in a high level tower so all the mids drop on them with pbaoe.

Kill the tower, you nullify any threat and even get more rps for repairing (about 2002 total for 1 person).

The only time you should EVER use a palintone on a tower or door is to prevent the enemy from repairing, same goes for using a treb on a door or siege weapon.

Albs do enough dumb things already with you encouraging them or confusing them even more.
 

Notirt

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I used palintone against raised Berk tower yesterday , the reason for that was that mids was trying to repair tower and there was palintones on both hookpoints.
Even if i only did 30 damage a hit i still prevented them from fixing the tower.
There where trebs behind the tower earlier and the reason there was 2 palintones up must have been bad communication or something
 

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