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Reader Comments (Page 1 of 1)
3-31-2011 @ 3:54PM
Tzo said...
This article leaves out a MAJOR key to Tol Barad. When the attacking faction owns two of the three bases the 3rd base will cap for them at 200% speed. This is the key to winning and losing Tol Barad.
If you are defending you must at all times have or be close to having 2 or 3 of the bases (Obviously easier said than done but being down to 1 base puts you at your most vulnerable). Because the attackers will often be zerging from one base to another this means that if you have just lost a base the attackers will all be leaving to get the next one and you want to attack the base they are capping or have just capped immediately as there will be very few of the opposing faction still there.
If you are attacking you want to get 2 bases and then pile your whole team into the 3rd. Defending the 2 you have will only lead to having that many fewer people to attack and quickly cap the last base. Even if half their team attacks an empty base you will win if you can get everyone on to the flag at the third base because you will cap that base so much faster.
I have often wondered how well a well entrenched defense of one base would work, where you would try to primarily engage the attacking force outside of their capping zone but have never managed to convince people to try it.
Reply
3-31-2011 @ 5:23PM
resonance said...
Trying to zerg rush the last base usually fails because of the defenders have a shorter travel time between bases.
On my server, as soon as the offensive side contests the 2nd base (i.e., moves the slider into the neutral gray section), one third to one half of the attackers move to establish defense back at Base #1. We do this because when the attackers control 2 of 3 bases, they don't just capture the last base at 200% efficiency. They get the 200% bonus throughout the map. The defending faction's zerg can't capture Base #1 before they lose the final base.