HOME Strategies/Tactics

EYE of the storm strategies

The more towers you control, the more points you get per second, and the fewer your opponents get. And with more towers your flag caps go up in value while the value of your opponent's caps go down.

If you have to lose the majority of the flag caps in order to keep three towers, you should do so.

People will argue about this. But the math is simple ... if the other side has 3 towers, and it takes you two minutes to capture the flag -- they get 300 points (2.5 per second times 120 seconds) and you get 135 (0.5 per second times 120 seconds plus 75 for the flag cap). Keep doing this long enough and they will win.

Scoring Summary

Points Based on Towers Controlled
Towers
1
2
3
4
Every 2 Sec
1
2
5
10
Flag
75
85
100
500

 

Against an evenly matched team, you may not be able to hold three towers for long periods of time, and you may sometimes have only one ... so don't be surprised if the score swings back and forth, often dramatically.

Against an opponent of equal strength, your safest bet is probably denial ... don't let them have three towers for any length of time, and try to get the flag more than half the time.

There is an art to flag capping which can be loosely summarized as: grab the flag and hold it – capping it only when you have control of the midfield and can immediately grab it back. It's a lot harder than that, of course, which is what makes EotS such an interesting game.

PUG on PUG

At the start, PUG teams tend to spread out randomly. Some will cap the two nearest towers, while others go for the flag. The number of players going to any of these places will vary widely.wsg pug on pug

Probing groups usually move out quickly across the bridges. These can be heavy in either direction, and can result in the cap of the tower across the bridge ... or a melee in the middle of the bridge ... or neither; sometimes everyone ends up at mid-field fighting over the flag.

Groups will form and rush a tower ... only to leave one of their towers completely unguarded. Towers change hands often, and spend a fair amount of time in neutral.

Flag caps may happen immediately, or the player with the flag may decide to hold it for a long period of time.

The result is quite unpredictable. Unless one side has a solid advantage in gear/skill, the outcome will likely be in doubt for most of the game.

EotS demands co-ordination. Since most PUGs don't have this, you can expect to play many games in which various people call out instructions which no one follows and almost everyone seems to run randomly from place to place. There is nothing you can do about this. When EotS comes up in your random bg rotation, your best bet is to go with the flow and enjoy the ride.

PUG on PRO

pro versus pug

 

The pro team drops a small defensive team at each close tower and crosses both bridges to cap four towers if possible. The opponents get the flag ... which would be worth 75 points if they had a place to cap it.

The PUG side will likely regroup and cap a tower, by which time the Pro side will control the middle and be ready to take the next flag. The goal is to keep three towers while grabbing the flag as often as possible. The five-to-one ratio in points per second will win the game ... though flag caps can speed things up.

 

Assorted Opening PRO Strategies

You probably will have a plan as the game opens. If it works, then good. If not ... then you will need to be flexible and adapt to the situation as it unfolds. EotS is a very fluid game, and against a good opponent, even a successful opening gambit will not hold for long.

Scoring Summary

Points Based on Towers Controlled
Towers
1
2
3
4
Every 2 Sec
1
2
5
10
Flag
75
85
100
500

The EotS scoring system is hard to remember, and because the score can swing wildly, scorekeeping addons cannot easily estimate outcomes. The thing to remember is that everything else being equal, 3 towers beats any number of flag caps, and 2 towers is a tie that will be settled by flag caps.

(BossMods or a similar add-on is useful here. However, a tower cap plus a flag cap can dramatically change the score, and none of the addons can predict when this might happen.)

If the sides are even ... both have two towers and flag caps are running 50/50 ... there is a strong bias towards the team that can go on offense first. This is not about capping, but about denial. If the enemy takes one of your towers to neutral and keeps it there for two minutes before you get it back, they gain 60 points (60 x 2 x (1 - 0.5)). This doesn't seem like much, but a team that is constantly having to retake its towers will gradually fall further and further behind.

This suggests that you should guard your two towers and constantly be on the watch for a third tower that you can take to neutral. This is hard to do because you cannot see all of the towers at once. This means that everyone on your team needs to keep watch and call out "BET weak" or some similar code whenever they spot an opportunity.

The following plans are fun to run against a PUG team, but are much less likely to work against a PRO team. In any case they are useful for thinking about how EotS works, and running them will help your team develop better communication and teamwork.

Rotation

This is a conservative strategy that seldom loses much and has a fair chance of putting you in front at the start. The approach almost guarantees two towers with a shot at a third.

wsg pug on pug

One person is dropped of to cap the close tower as the larger group crosses the bridge. A small team heads for the other close tower.

If the enemy is heavy at the tower across the bridge, then they are likely light at your second close tower. Or ... if they have sent an assault team over the bridge towards your second close tower, then they are likely light at your cross-bridge target. As a result, you are probably going to get one of those ... for a total of two.

 

Against a sleepy opponent you may get three towers ... or two towers and midfield control.

Center Thrust

This is an aggressive strategy that can fall apart but also can get you 3 towers at the start.

wsg pug on pugSend two defensive teams to the close towers. Send everyone else through the middle. On the other side, go east or west depending on which tower is least well defended.

If the opponents are running a rotation, then you will probably lose one of your close towers but keep the other one and get both of theirs. In addition, you get the flag.

The danger is that if they send a team to the middle, you may get bogged down and end up with just your one close tower. You don't want to fight in the middle ... just pass through it on the way to capping a tower.

A side effect of this approach is that it really shakes up the board. Each side may end up with one close and one opposite tower. And players will be spread across the map. If you think your organization and communications are superior, this is a way to make use of that advantage.

Pincers

The two pronged "pincer" attack is more complicated than the others, but fun to try if you have a disciplined group.

two prongs

Divide into two teams. North team drops 3 off at your north tower, crosses the bridge and caps the enemy north tower.

South team heads south and does the same with the south towers.

Once your close towers cap, the defenders drift into the center to delay any opponents from attacking.

Your far teams then each send a few people wherever they are needed next.

Since you avoid the center, a team doing a center rush will get the flag and probably cap your two close towers ... though you will cap theirs, so towers come out even.

If the other team is running a rotation, there will be a large fight at one of your close towers ... but your far tower team may be able to cross and take their other tower. If they aren't very well organized, there's a chance that you will have four towers, at least for awhile.