I have been doing Ettens off and on for a while now mostly quitting in disgust over the lack of freep tactics. Recently the game has shifted in creep favor as they ranked up and lm got nerfed but on the whole, the real reason Laurelin does so poorly is purely down to the players, including myself, because we seem unable to work together as a team.
Well, maybe this alliance will change things. I have typed down some of my thoughts here on how I think a good freep raid should be run.
The current system of a RAT and raid leader all in one just doesn't work. We get kills, but our tactics and strategy leave a lot to be desired.
LeadershipThe way current raids are run is I think putting to much work in the hands of one person.
Currently it is often the champs who lead raids BUT who also fight at the same time, have to watch the battle, think up strategy and deal with invites.
We also got problems with formations, ideally we should not just ball up but order ourself to provide maxium protections and maximum DPS on an enemy for as long as possible.
Combat leader, this is the main RAT, the person who the melee follow closely hitting the assigned target.
- In military terms, this would be the NCO, a sergeant, battle hardened and fully aware of his own, his teams and the enemy capabilities.
- Leads from the front.
- Obedient to the chain of command as he knows that despite all his combat experience his position makes him ill suited to know all that is going on.
Officer, this is the person who decides what the NEXT target is, where the Combat group moves, when to advance and when to retreat.
- The luitenant, maybe not as well versed in dealing with the enemy but the one who has the whole picture and not just the fight in his mind.
- Leads from the rear where he can keep a clearer picture of just what is going on and afford time to communicate with other groups without standing still in the middle of a fight.
Officers aid, this is the person who watches global chat for invites, kicks people who went afk, deals with tells, re-arranges groups for maximum effect.
- This person does all the administration tasks, of great importance but easy to forget in the heat of battle.
- Invites new players.
- Arranges the groups.
- Deals with tells about voice-chat and other such things that the above two don't need to deal with in a battle.
In this case there would be two RAT's the combat leader would be the main one, that everyone else follows. the Officer would be picking the next target, talking with the combat leader about its position, possibly asking for CC on it while the main RAT target is being killed. This allows the Combat Leader to focus purely on killing and gives more of a strategic element to what is going to be targetted next and even simpler less time wasted with the Combat Leader not having to seek the next target himself.
Outside combatThe officer assigns three pairs of hunters, one pair stands north, one SE, the other SW of the raid but in healing range OR within the safety of a keep. Change, the positions depending on the area. For instance if waiting in front of TR, One hunter group would be South, one North and one inside TR itself against the east wall. One hunter tracks for orcs, the other for wargs. Tracks are staggered to minimize cooldowns between tracks as the most lethal creep raids always have both types in their raid.
Hunters stay stealthed while tracking.
This is kept running constantly and is put into effect whenever the raid is NOT engaged in combat.
Burglars are positioned in the place most likely to be used in a non-frontal attack.
LM keep anti-stun up on minstrels and themselves whenever ANYTHING is on track.
If enemies are spotted in number the outer line is pulled in (preferably in stealth), any hunters in a keep remain put, tar is deployed at the call of burglars who are now the furthest out.
At no point is anyone mounted unless the group is REALLY going to move out in a few seconds.
In general combatThe worsed kind of tactc I seen used is the charge into the MIDDLE of a creep raid. Anyone who knows the first thing about tactics will know why this is wrong, you are FORCING the enemy to flank you. You suddenly have not only to deal with the enemy in front and to the side as well but if the enemy is even remotely competent to your rear as well. Congrats, you are surrounded.
Being flanked is bad at all times especially when a group counts on very weak units to join in said charge. There is a reason artillery or MASH units don't charge so why do you expect minstrels and hunters to do so?
The charge itself should only be used when an enemy is isolated and alone. No, this is not the stuff you see in the movies but movies have writers to keep the hero alive. You on the other hand depend on a light armour equipped player.
The charge works only if this game enforced different game mechanics, one-on-one fights and blocking bodies. The game does not, so the charge doesn't work.
Any attempt to charge and equal or superior force in this game will quickly become a mess because of the way the game mechanics work. You cannot smash through the enemy lines because you simply walk through them instead so rather then an army smashing a hole into a defensive line you are parachuting right on top of the enemy stronghold. Good luck with that.
So what does work? This game, like it or not is about wolf-pack behavior. Two groups watch each other, trying to remain together while singling out a lone enemy and then pouncing on himself.
Any attempt to change this is ignoring the basic nature of the game. WARhammer might, if the beta videos are any indication favour proper real world fighting with front lines and enemies meeting up for one-on-one fights, but not in PvMP.
Split creeps off, kill them. Don't like ganking? Play a different game.
Being probedCreeps will at times come in small numbers, either solo players OR part of a trap is impossible to say, even if said creep does not work as part of a trap he might still lead any chaseers into it.
Creeps are NOT engaged at maximum range by hunters. There is no point and it only stops them from attacking.
Stealthed burglars and LM'ers protected by melee in front of them and a bit to the side attempt to root/stun the creeps. If this happens, melee close in, and surround it, when this happens EVERYONE lets loose.
During these times, it might be wise to have the LM on both voice and as an additional RAT so the combat leader can quickly focus on the LM's command on the creep that has been stunned.
Two hunters at least stay back, out of combat preferably and try to keep the tracks up to see if the situation changes.
The Officer keeps track of how far the raid is being pulled, how split up it is becoming, how explosed the minstrels are etc etc.
Under full attackIf numbers are in creep favor, and creeps don't attack if they are not, then you do NOT fight them out in the open. Retreat to a place where people can break line of sight and creeps have no choice but to advance over puddles off tar and traps. A stand-off does not favor freeps at all, the Officer must constantly be on the lookout for ways to get NPC's involved on his side and to give freeps the maximum change of breaking line of sight while giving creeps no place to hide.
Always remember that their is a warg-pack out there.
Attacking an undefended keepThe power of a full freep raid is substantial but time is of the essence. The quickest way so far seems to ride in as one, go halfway up the stairs, and then kill the NPC's that arrive as quickly as possible, then proceeding up and killing them as well.
On the whole, little seems to be gained in TR and LUG by using PvE tactics. Leroy Jenkins should be our example. If possible, use CC on the thougher mobs but a full freep raid should be powerfull enough to take on everything until the tyrant room with ease.
Outside the staircase quickly clear the bosses, guardians on the bigs guys, champs taking care of the elites. As soon as possible the minstrels put in a distract on the tyrant, guardian standing by to deal with agro if it fails, if it fails, pull the orc stun the troll, if it fails, let them storm outside, tyrant resets, kill the adds, then in to kill the tyrant champs on the elites.
Every second counts in an assault like this, the combat leader should be constantly on the move, the officer urging everyone to keep moving.
It can be done, but you need to break through the PvE mindset that you have time for half an hour in the rift for someone to go change the baby. It would be intresting to test just how quickly a keep can be cleared. Should be no more then 5 minutes until the tyrant is engaged.
Attacking a fully defended keepDon't.
It is the biggest mistake freeps keep making. Creeps rarely do it because they got brains. Running head long into an army of creeps fully charged up and ready to fight with NPC's at your back and the WL rezzing skills is just insanity. Have you ever seen creeps attack a fully defended keep with plenty of minstrels and captains and a burglar pack on the prowl? No, then return the favor.
So DO NOT ATTACK FULLY DEFENDED KEEPS.
These are some of my thoughts of Etten PvP. Especially the bit about charging I know is controversial. I would enjoy a PvP MMORPG that allows for real world tactics but the nature of PvP in Everquest clones just doesn't allow for it. Wishing for the game to be something else then it is seems to be a freep mindset on Laurelin. Perhaps it is the RP nature, creeps certainly don't suffer from it, but then again, you only roll a creep if you are really serious about PvP.