I've just come to see that the single strategy of high level games is constant flag locking by all allies all the time. I think this is overused in higher level play and flag locks should be toned down. Once locked the only purpose is relock every 45s. And the whole game focuses on this.
They decide almost every game I play these days.
My suggestion is 60s cooldown, 45s effect and 500g cost.
Let's take a look at flag locks from a different perspective: Locking a gold flag in a 3vs3 on Cataract.
You will deny the enemy team 4 gold per second for 3 players for (at least!) 45 seconds. 4*3*45 = 540 gold and some warscore.
Your team will get these 540 gold and the warscore.
Thus a 250g lock pays off in a gold difference of at least(!) 1080 gold and some warscore.
I do this as much as possible, but I must admit that it's far too cheap and relocking is much too easy.
Ryan its quite dependant, yes it is possible you will kill me if i stop to lock 2v1. But highly unlikely, especially if my team is able to teleport to help me, or if im playing a main character like erubus. Good luck.
I'm pretty sure you are not right in your numbers. Isn't a gold mine 1 gold per tick, and a tick is two seconds? meaning you actually deny each player 22 gold, for a total of 66? And that is the maximum value of the lock, if they couldn't capture it back for 10 of those seconds, it wouldn't really matter that it was locked at that point.
I thinkflag logs are very important, but comparing a single lock to 1000 gold is a bit messed up.
In the beginning the 6 gold per half second on Cataract come from the 3 gold mines (2 are at the portals). Without any of these 3 flags you have 0 income. The citadel has does not produce gold.
Also, if you cap the enemy gold flag, your gold income goes from 6g every half second to 8g every half second. So my number (4 gold per second per gold mine) is right.
By locking an enemy portal on Cataract you deny the enemy not only his reinforcements and war score but also gold (because there is a mine). If you can keep it locked you can additionally gain a lot of XP from it since from the 2nd wave that your side summons from it, every team member seems to get all XP (231 I think) from the not summoned enemy reinforcements without having to fight them or sharing the XP (as you would do by fighting on the same lane)!
On Cataract this is a real problem because it's to far too easy to get to the portals and flag locks are rather cheap.
eru can pretty much do w/e he wants. however on any other character if you stay in a 2v1 your going to be pushed back to the crystal.
your porting person can get you out but they can't push my 2 back b/c your stuck with one DG at half health so at the very least we can push the tower down some or just push the other side. people lose to perma flag locks b/c they dont get that if you can't win in one area you can put enough pressure on the other side to force them to come to you.
though i haven't seen permalocking been used effectively i'd suggest a slightly longer recharge time to have it take two DGs to perma lock a flag (ie a 2 or 3 second gap between the recharge and the ending of the lock)
Okay, so I just played a game for 1 minute. At 30 seconds into the game I had 1204 gold. At 60 seconds into the game I had 1402 gold. In 30 seconds I gained 198 gold. That means I gained 198/30 = 6.6 gold per second. Note that the times used are game seconds as computed by the 'tab' screen. Assuming that only gold mines give gold, and not the citadel, we have 2.2 gold per second from the three mines.
Had a game against cosmoe and revealer yesterday evening (we were 'premade' meaning my team had voice) and the core of the game was mainly to repeat flag lock on ennemy portals. In the end we win, but I felt like I did not have as much fun as I could expect.replay : http://www.megaupload.com/?d=G6B8VL8J
Theres definitly something to change here, or to improve, this is quite annoying that a single liitle error (having a portal capped which can happen if noone pays attention in your team) leads to that kind of gameplay. Maybe it is just the map design on cataract.
Maybe change the rules a bit so that the flag can be switched to neutral when you are on it even if an ennemy is present too (not on all flags, only on your team flags - i.e. those you controle at the start of the game).
Or maybe change the lock duration : 60s on team flag, 45s on neutral flags and 30s on ennemy flags.
i have seen cosmoe and indeed he is the best qot player i ever saw and yes, he scares many other with his qot but social is still right: he used qot! still the weak point of any team!
anyway: there are many ways to counter a locking team but they are quite limited. if flag locking is done perfect you are pretty much screwed. the cd of the locks is around 10 sec shorter than the locking itself. and the cast time is too short.
against good players you often miss the interrupt, sometimes because of lag sometimes because you were forced to waste your interrupt early to survive. and many dgs even dont have interrupts. they just need to keep all locked and stay out of battle, near their towers: troops will win the war.
its the same, but cd modifiers make it shorter.
Not true. According to Demigod's ranking I'm the 2116th "best" QoT. Of 2333.
i said the best i saw, not the best that exists. and the rankings does not say much about that. there far more important factors that influence ranking than the actual player skill.
You play alot of PUGs, so the ranking says very little. But your micro is awesome, and I've yet to see a QoT that is better.
Cap locks = map control. Map control = victory......... it's not about which thing u cap, or when u cap it. Cap = control. Control = domination. domination = win.
The more control you have the more options you have, and the less your opponent has. this shit isn't deep guys.
i beg to differ.
Tested it again, you're right. My error was that ingame seconds != real seconds.
Thus a locked gold flag in a 3vs3 means (at least) 2.2*45*3=297 gold for your team and -297 gold for the enemy team. Still very much worth the risk and lock scroll, as your team "earns" 350 gold (600g-250g) and some warscore.
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