i actually made a recent thread about improving the gameplay on Harkus. and another poster came up with a fantastic idea too either would do a bang up job of completely changing the way we approach harkus. http://forum.eternalcrusade.com/threads/can-i-talk-about-harkus-for-a-long-bit.67927/ please check it out and vote, maybe if it gets enough exposure the devs will take notice.
Removing Friendly fire damage on gates won't help much if the tickets still move to B. It's been a while, but I was a match against X guild on Agnathio. They sat on B all 28 min of the match. Non of them defended A or the gates. Ofc all lives went to B and it was a 25 min brainless grind. What they could do is give B unlimited spawns until A is lost. Once A is lost only 50~60 lives remain (last stand mode). A and gates share a pool of lives that can run out.
I find it strange that in the siege game mode, the easiest part of taking the fortress is the fortress walls and battlements and then it gets progressively more difficult the further you get into the fortress where it should probably be the reverse.
It completely sucks but unless everyone abuses it then it wont get fixed. Speaking of things being fixed however, the fact that offense taking down both doors is detrimental to the attacking side if IDIOTIC in the extreme and is a major flaw in assault mechanisms. Attackers gain more access to what they are seiging, defenders get a benefit?? wtf....
Fortress mechanics are in obvious need of a total overhaul. The whole "bypass everything and ninja the first objective" is an absurd set up. The first objectives should be out in the ruins, next should be the gates and the outer walls(Right, left, center wall each their own objective). The main problem is the fact that the tickets/defender lives on the walls are allowed to "fall back" to the main objective. This mechanic needs to go. Attach 15 lives to each gate and let them act as a spawn point for defenders. Players spawning from the gate objective spawn down near the gate. Those wanting to spawn up top on the wall spawn at 1 of the 3 new objectives on the outer walls. Each objective on the outer walls has around 25 or so lives per objective. Once these objectives are captured or destroyed those defender lives are LOST forever. This will ensure defenders do their best to defend the walls and defend the gates. For this to work we must have PROGRESSIVE CAPTURE MECHANICS. 1. Require 2/3 objectives outside the Fort in the ruins to be captured prior to allowing the gates to take damage and prior to opening up the objectives on the walls for capture. All defender lives attached to these objectives are lost forever once the objective falls. This encourages defending these objectives. 2. Require 1/2 gates and 2/3 objectives on the outer wall to be captured PRIOR TO unlocking the next set of objectives for capture. All defender lives attached to these objectives are lost forever once the objective is captured or destroyed by the enemy. 3. Add secondary spawn points for defenders in addition to the primary objectives inside the fortress. Once captured/destroyed those lives are lost and the secondary objectives cannot be recaptured.
I don't see why they made it all go to B, when it went to both points the map was more winnable for both sides, the current state greatly favors defense even without d-bag tactics.
That's all due to the stupidity of having the gate give tickets when destroyed, this causes two cancerous "strategies": 1- Attackers don't destroy the gates to starve out the defender's tickets. 2- Defenders destroy their own gate to not get starved. How to solve the issue? Increase the defenders starting tickets, losing the gates causes ticket loss, that way they will be invested in defending the gates and the attackers will be invested in destroying the gates.
Lol, are you new here? (Edit: in case you actually are new here and missed the in-joke, nothing in this game is programmed correctly. Everything they try change is a monumental slog when it shouldn't be.)