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  1. #1

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    Did some google-ing, from wowpedia.org


    "The Relief Hut is bit easier for the Alliance to capture than for the Horde to capture the Aid Station. The position of the Relief Hut makes it easier for the Alliance to avoid aggro on other Horde NPCs besides the flag guards. The Aid Station is more open and closer to nearby NPCs, which makes them within pull/train/pet range."



    "Before the Horde entrance was moved south, it was common for the Horde to rush an offensive game with little to no defense and often win, the race. The movement of the entrance gave the Alliance an extra 10–20 seconds to maneuver uninterrupted on the field. so now the Horde barely gets in the door of Iceblood Garrison at the same time the Alliance shows up right outside it. At the same time, the offensive Horde players that went straight to Balinda have barely entered the field of strife and have another 10 seconds till they reach Stonehearth Outpost. Obviously, Horde will lose their Captain's buff faster than the Alliance if there is no defense at Iceblood. '



    'Offensive players that go straight to the Aid station are also at a disadvantage compared to Alliance that go straight to the Relief Hut. The Horde players have to traverse the narrow road with higher chance of being interrupted by the Alliance than the Alliance do while they run through the open area of Frostwolf fields. The Alliance can travel much straighter and more efficient route from the Frostwolf field to the Relief Hut, while the Horde has to run to Stormpike Graveyard, on one side of the map, and then across the map again to get to the Aid Station.'


    This more or less seconds what we've been saying throughout the topic.


    In a summary for me:

    - easier for alliance to reach balinda than for horde to reach galv
    - balinda is (way) easier to kill than galv
    - alliance can start 10s earlier on galv than horde can start on balinda
    - if rushed and not meeting enemy players, alliance can cap forst w towers faster than horde can cap db towers, due to map and due to npcs.
    Everything that is fun in life is either bad for your health, immoral or illegal!

  2. #2

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    Quote Originally Posted by zenga View Post
    Did some google-ing, from wowpedia.org


    "The Relief Hut is bit easier for the Alliance to capture than for the Horde to capture the Aid Station. The position of the Relief Hut makes it easier for the Alliance to avoid aggro on other Horde NPCs besides the flag guards. The Aid Station is more open and closer to nearby NPCs, which makes them within pull/train/pet range."



    "Before the Horde entrance was moved south, it was common for the Horde to rush an offensive game with little to no defense and often win, the race. The movement of the entrance gave the Alliance an extra 10–20 seconds to maneuver uninterrupted on the field. so now the Horde barely gets in the door of Iceblood Garrison at the same time the Alliance shows up right outside it. At the same time, the offensive Horde players that went straight to Balinda have barely entered the field of strife and have another 10 seconds till they reach Stonehearth Outpost. Obviously, Horde will lose their Captain's buff faster than the Alliance if there is no defense at Iceblood. '



    'Offensive players that go straight to the Aid station are also at a disadvantage compared to Alliance that go straight to the Relief Hut. The Horde players have to traverse the narrow road with higher chance of being interrupted by the Alliance than the Alliance do while they run through the open area of Frostwolf fields. The Alliance can travel much straighter and more efficient route from the Frostwolf field to the Relief Hut, while the Horde has to run to Stormpike Graveyard, on one side of the map, and then across the map again to get to the Aid Station.'


    This more or less seconds what we've been saying throughout the topic.


    In a summary for me:

    - easier for alliance to reach balinda than for horde to reach galv
    - balinda is (way) easier to kill than galv
    - alliance can start 10s earlier on galv than horde can start on balinda
    - if rushed and not meeting enemy players, alliance can cap forst w towers faster than horde can cap db towers, due to map and due to npcs.
    Add in that 1/2 of the people in the game are bots/retards... and you have a good summary of AV. Oh and that alliance don't get Gys.
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  3. #3

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    When I played AV on alliance its so freaking easy to cap the horde base and towers. You run in and take very little damage. Then you run to the top of the towers and they have provided you with complete cover from the archers by standing inside the top as you cap the flag. On the other hand, horde trying to cap alliance base is a total bitch. Its not so bad to cap the graveyard but you take massive damage from the archers. Then if you try to cap the towers its a complete pain in the ass because the archers can shoot you as you try to cap the flag. I don't know if it still works but there was a very small space that would keep you from getting shot while capping the alliance towers. Its easier to just kill the archers, but that cost you time and causes lots of damage to you. Overall the battle ground favors alliance. I would ask that someone play both sides several times to get a true idea of how the bg leans towards alliance favor.

    If both sides mount a defense then it doesn't matter. Most games are rush jobs and when that happens alliance has the edge.
    “Is God willing to prevent evil, but not able? Then he is not omnipotent.
    Is he able, but not willing? Then he is malevolent.
    Is he both able and willing? Then whence cometh evil?
    Is he neither able nor willing? Then why call him God?”
    Epicurus

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