Dont exaggarate for no reason. OPR is not just zerg fights nor it ever should be.
I mean maintaining the sun zerg whilst keeping your base (star/moon) upgraded is still arguably the best way to win a game. Therefore advocating for its counters to be nerfed (particularly not a very strong one) based on… well nothing other than a preference really makes no sense.
If that’s all you want to do then go and fight and have fun. You might just lose the match though, because opr isn’t just about unga bunga fighting. You need to use your thinky brain sometimes.
Its not about getting outsmarted lol even a monkey could think ‘wow im getting absolutely stomped by better players, let me go sneak around them and cap their point to get an edge without having to do any fighting’
You don’t become a strategist or look smart because you applied basic knowledge to problemsolving. And you don’t ‘outsmart’ anyone, you just make the match more tedious for players who now have to chase you around.
You’re entitled to your own opinion and quite frankly i really don’t care you think you’re some grand genius for avoiding combat to make the match a game of cat and mouse.
But i PERSONALLY hate the state of OPR right now.
2-3 months ago, it was fine. All they needed to do was remove the downed state and add more points to people capping forts or taking dmg (something tank related). Maybe add a little more cover along the roads to reduce impact of range.
But instead they:
tripled fort capping speed (to the point that you can no longer contest the enemy capping your fort, its just a free cap for them)
quadrupled door repair (to the point 8 people cannot destroy it and the repairer can repair for over5min straight) meaning you have to play opr with siege weapons or just give up because not even players in war struggle that hard to break gates
buffed the impact of all PVE elements such as repeaters and whatnot
Now OPR consists of PVE players building fortresses and if you don’t baby them they die and the enemy take their fort allowing the enemy to have a reinforced castle in your spawn complete with near-unbreakable doors, a respawn tower, and command tents. I’m sorry but I hate looking at the leaderboard to see our ‘top pve andy’ with 28 deaths because instead of fighting he gets wobbly knees and keels over for free. Zergs of the enemy run past any kind of fighting to ‘quickly cap all 3 forts’ and your zerg runs after it and has to uncap them. Or 1 person backcaps and the roads are just filled with range playing a shoutout instead of an mmo, etc
OPR is not what it used to be. Its become heavily reliant on mechanics a majority of PVP players hate.
This post isn’t about you. Its about players who want a largescale combat mode but the only one we have is OPR and its becoming less and less about combat.
The only problem with OPR is a general problem in the game: It is too easy for light armor players with a rapier to disengage at will. The game is massively lacking in interactivity. People run away, shoot at you from a distance, then backcap you when you get frustrated and leave.
I have no issues with PVE in OPR. It’s clearly a PVPVE game mode. Comparable to a jungler in a MOBA game. Problem is, nobody wants to do counter-jungling.
Yes which is what my post was addressing. Theres plenty of gamemmodes for PVE players to indulge in without having to mingle with PVP players or combat (dungeons, pve arenas, invasions, chest runs, open world pvp, mutations, etc). Theres gamemodes for both pve/pvp players (open world pvp chest runs, open world bosses if you flag up for it, and OPR).
But for people who want pure PVP without having PVE or other interference, the only mode is war which is gate-kept/exclusive and if you do get into them, you can only play it several times a week. Arenas is 3v3 and not the largescale combat players want.
My post is saying that the devs need to listen to both the PVE AND PVP players if OPR is going to remain the only queue-able largescale combat mode, or they need to make a pure PVP combat mode so we have something to satisfy ourselves with. Otherwise posts like these will keep popping up due to PVP player dissatisfaction with it
to add to this… yes the devs are debating on adding a war mode once they figure out instanced content, but thats a long ways out and will be a disaster if players cannot structure it at all (setting up scrims or picking team balance, etc). I can already see it now… war with just one team being 50% muskets lol
“If your enemy is secure at all points, be prepared for him. If he is in superior strength, evade him. If your opponent is temperamental, seek to irritate him. Pretend to be weak, that he may grow arrogant. If he is taking his ease, give him no rest. If his forces are united, separate them. If sovereign and subject are in accord, put division between them. Attack him where he is unprepared, appear where you are not expected .” ― Sun Tzu
Outpost Rush has many flaws from having strange 1 sided matches to its strange scoring system. But in terms of strategies, back capping is something that shouldn’t lose its effectiveness. A small group of 2 - 3 pve’ers will have a fort up n ready to go fairly quickly. Why on earth should the opposing team and vise versa allow the enemy to have a forward spawn? God no that things getting destroyed.
If the enemy is holding Sun, why should the team fight tooth and claw to take sun when sending someone or 2ish 3 people to cap their fort forcing the enemy team to either break away from Sun weakening their defense or ignoring the backcap, lose the spawn and get twisted as more allies must come from spawn to sun causing a flip.
Backcapping is a a strategy that currently is very effective. You don’t need AGS to come in and make it less effective. Players can do that on their own. Strategically, back cappers can’t breach if 2 people are manning the doors and 1 person is manning the defenses. 1 Lone back capper will never break the gate. 2 Back cappers will take awhile to break the gates. Eventually if they send 5, It’s good for you and bad. Good that that’s 5 less units on their team, bad that’s 4 more bodies hitting the door expending resource faster.
Strategy & Formation is so much more fun than cave man left click.
The fact you guys assume people liking largescale combat is equivalent to ‘caveman’ shows your lack of understanding of largescale combat despite preaching ‘art of war’ and pulling fancy quotes. To clarify, I want backcapping toned down. Toned down. Not deleted or gutted. I miss how OPR felt right after the sns assassins were nerfed, or before they were introduced. Those two time periods of OPR were perfect.
But in a recent patch they buffed point capping speed and door repair speed. I highly feel like those buffs were unnecessary. People could backcap and lock people out of forts just fine in the past.
I feel like they should make it so you actually have to be inside the little cave to deal damage to her. I saw a musket steal the kill from Sun the other day
Okay, well if you’re gonna start your opening with some stupid shit like that. Should I just assume you’re wanting this topic of yours to be an echo chamber and only those who agree with you may speak. And anyone who will defend this grievous act of strategy will be hung at the gallows. Large Scale Combat doesn’t mean rush rush rush. If that were the case there wouldn’t be strategy riddled in history. For one I’d interpret SonicKat posting that picture because everything you seem to be against are war strategies that mankind has fought with for hundreds of years.
You want back capping to stop. Okay, so now what? Which ever teams bulldozer is stronger wins. Congratulations that’s boring and OPR officially becomes equally if not more boring than war.
AGS doesn’t know the meaning of the words “Tone Down” They will gut it. And as always Zerg will be the basis of all pvp. Not strategy, not formation, not tactics, not anything. If people genuinely didn’t want back cappers to succeed it takes literally at most 3.
If you’re so “well versed” in large scale combat, you wouldn’t be on the forums wanting AGS to nerf if. New World doesn’t have the mechanics for true large scale war or true large scale battle. So either you want TDM or you want OPR. Pick one.
Buddy, we just need a pvp mode battlegrounds, that’s all. That is all we wanted, and YOu gave us a place to farm nodes and kill monsters and boss/baron to help you win …
from pvp player perspective this is literally bullshit, sorry for harsh words
I will be honest, “backcapping” should always be a possible strategie. Also, the way it is right now is not overpower.
At the moment, it takes longer to cap the less people you have
You can construct door to prevent back cap
You are notified the second someone hit the door or is “contesting” a point
If you have a spawn point, there is a high probability that someone will just revived while a solo is trying to cap
For the PvE aspect of the OPR I totally agree that it is not really something they should have done. But as a PvE playing doing OPR for Gymspum, I would say I appreciate. (Remember, every player they have farming is a player not directly fighting)
and toning it down doesnt make it irrelevant, I just want the buffs they made 1-2 months ago to door repair speed and fort-capping to be reverted lol (and possibly add more cover along roads to reduce the effectiveness of shootouts … aka the 1000 dex players in opr)