Ghost Drop Campaigns And Their Counter.
#1
Posted 03 January 2015 - 07:12 AM
First I will describe how a GDC is carried out.
12 man premades, hereafter referred to as companies, gather in TS on voice comms is preferred. The enemy faction should be heavily involved in fights on other fronts when it starts.
One company gets in queue, it will very often get a ghost drop, this first drop gets things ready but does not kill omega at this point, as soon as first Co. drops, a 2nd Co. queues.
It gets a ghost drop as well more often than note, as soon as it gets a ghost drop another Co. queues up, at this point a few defenders have seen this planets queue shoot up, maybe a 12 man responds.
If a live drop does occur the next Attacking CO quickly queues, the first two ghost dropping units wait till the timer has almost expired on the first drop then all ghost dropping teams kill omega, leave game and leave planet queue.
Suddenly 2 or 3 segments turn red, the first notice many have that there is a threat going on.
The attackers often gain 4 attack missions in their first 4 drops.
Defenders might start to queue up, but when they look they see 12/12 , the attacking co.s do not enter queue until they have to. But if timed right the Attacking forces can more often force an attack on a new segment rather than a hold from counter attack.
This is done right before ceasefire, 4 to 6 ghost drop wins are almost certain if defenders simply respond to attacks by jumping into queue, and then just 2 to 3 real combat wins out of 6 or more real fights are needed, a 50/50 win loss is all that needs.
The response.
A 12 man must drop in defense asap. HOWEVER! and this is crucial, the second defending Co must NOT enter planet queue until the first team has been matched for 9 minutes.
At that point the second Defending Co enters queue and prevents ghost drop, live match occurs.
The Third defending Co also does not enter queue until 9 minutes have passed since 2nd Co was matched up.
In this way 3 Co's of defenders can hope to prevent ghost drops from an Attacking force of 4 or more Co's.
IF defenders are able to bring more Co's into this fight, it is often better for them to instead counterattack that factions planet instead of entering our planets defense queue.
Ghost Drop campaigns are usually carried out on IS/IS or Clan/Clan border fights, so that only a single faction is allowed to defend, IS/Clan fights the GDC is not as viable. GDC also requires good teamwork and timing among the CO's participating, as does the counter to GDC.
Yes Virgina, Ghost drops do swing worlds in the crucial hours before Cease fire and work best in prime time.
#2
Posted 03 January 2015 - 08:49 AM
#3
Posted 03 January 2015 - 08:54 AM
Tarogato, on 03 January 2015 - 08:49 AM, said:
roflmao, it happened last night to us at orestes courtesy of CI, it has been happening to Kurita and liao since the first week courtesy of -MS- and Davion.
I just explained exactly how it is done and the counter to it, but you just keep your head well buried in that sand and refuse to learn or adapt and just make snide and petty comments instead.
#4
Posted 03 January 2015 - 09:05 AM
Edited by Tarogato, 03 January 2015 - 09:06 AM.
#5
Posted 03 January 2015 - 10:46 AM
Abivard, on 03 January 2015 - 08:54 AM, said:
roflmao, it happened last night to us at orestes courtesy of CI, it has been happening to Kurita and liao since the first week courtesy of -MS- and Davion.
I just explained exactly how it is done and the counter to it, but you just keep your head well buried in that sand and refuse to learn or adapt and just make snide and petty comments instead.
My unit was in on this defense. The first match we got the CI and actually beat them. But as always the percentage we control went down. The second match Srot apparently got tired of being bird food and beat the pugs I was with. My unit has been going around looking for the right faction, but if this keeps happening to the Republic we'll probably stick around. Loosing planets because you can't defend them is wrong.
#6
Posted 03 January 2015 - 12:27 PM
#7
Posted 03 January 2015 - 12:56 PM
Whatever, please ignore the Steiner border tonight. Let them have their ghost drops. We'll wrestle Hermagor out of Ghost Bear claws tonight and break the siege of Rasalhague. Then we'll proceed to cut the Ghost Bear invasion corridor in two. Ghost Bears have made themselves too many enemies, even within their clan ranks. They are not used to opposition like this.
#8
Posted 03 January 2015 - 03:41 PM
... more at 11.
Edited by StillRadioactive, 03 January 2015 - 03:41 PM.
#9
Posted 03 January 2015 - 05:03 PM
StillRadioactive, on 03 January 2015 - 03:41 PM, said:
... more at 11.
OOOH, your writing an autobiography.Won't bother to read it, to much fantasy and revisionism I am sure.
Edited by Abivard, 03 January 2015 - 05:05 PM.
#10
Posted 04 January 2015 - 01:06 AM
Abivard, on 03 January 2015 - 07:12 AM, said:
First I will describe how a GDC is carried out.
12 man premades, hereafter referred to as companies, gather in TS on voice comms is preferred. The enemy faction should be heavily involved in fights on other fronts when it starts.
One company gets in queue, it will very often get a ghost drop, this first drop gets things ready but does not kill omega at this point, as soon as first Co. drops, a 2nd Co. queues.
It gets a ghost drop as well more often than note, as soon as it gets a ghost drop another Co. queues up, at this point a few defenders have seen this planets queue shoot up, maybe a 12 man responds.
If a live drop does occur the next Attacking CO quickly queues, the first two ghost dropping units wait till the timer has almost expired on the first drop then all ghost dropping teams kill omega, leave game and leave planet queue.
Suddenly 2 or 3 segments turn red, the first notice many have that there is a threat going on.
The attackers often gain 4 attack missions in their first 4 drops.
Defenders might start to queue up, but when they look they see 12/12 , the attacking co.s do not enter queue until they have to. But if timed right the Attacking forces can more often force an attack on a new segment rather than a hold from counter attack.
This is done right before ceasefire, 4 to 6 ghost drop wins are almost certain if defenders simply respond to attacks by jumping into queue, and then just 2 to 3 real combat wins out of 6 or more real fights are needed, a 50/50 win loss is all that needs.
The response.
A 12 man must drop in defense asap. HOWEVER! and this is crucial, the second defending Co must NOT enter planet queue until the first team has been matched for 9 minutes.
At that point the second Defending Co enters queue and prevents ghost drop, live match occurs.
The Third defending Co also does not enter queue until 9 minutes have passed since 2nd Co was matched up.
In this way 3 Co's of defenders can hope to prevent ghost drops from an Attacking force of 4 or more Co's.
IF defenders are able to bring more Co's into this fight, it is often better for them to instead counterattack that factions planet instead of entering our planets defense queue.
Ghost Drop campaigns are usually carried out on IS/IS or Clan/Clan border fights, so that only a single faction is allowed to defend, IS/Clan fights the GDC is not as viable. GDC also requires good teamwork and timing among the CO's participating, as does the counter to GDC.
Yes Virgina, Ghost drops do swing worlds in the crucial hours before Cease fire and work best in prime time.
Just need to make visible those sectors where there is a struggle, the battle goes, it does not matter a ghost or a living drops, and to show how much attacking all involved (in the queue and in the battle).
#11
Posted 04 January 2015 - 02:46 AM
He does know that the numbers shown by the planet are the total of people on the planet, not just in the queue, right?
#12
Posted 19 January 2015 - 09:51 PM
#13
Posted 19 January 2015 - 10:21 PM
Abivard, on 03 January 2015 - 08:54 AM, said:
Tarogato, on 03 January 2015 - 09:05 AM, said:
#14
Posted 19 January 2015 - 10:37 PM
Tarogato, on 19 January 2015 - 10:21 PM, said:
Try reading my post.
Then use your mind to think, instead of asking me to do your thinking for you as well as lead you by the hand down the rosy lane.
Edited by Abivard, 19 January 2015 - 10:38 PM.
#15
Posted 19 January 2015 - 10:47 PM
This simple matter is - he who has more 12-mans wins.
Doing all this fancy stuff with waiting to destroy omega and queuing at the last second is really unnecessary because the defenders see NUMBERS in the queue, which is the sole indicator of a planet's current situation. It doesn't matter if three red pips show up all at one time or if they trickle in one at a time, the defenders can still see that attackers are in queue and about to get a ghost drop (or two). Waiting around is just a waste of time. What if those attackers, instead of waiting to destroy omega, just finished the match as soon as possible and queued back up? They immediately have another 12-man in the queue which the defenders have to contend with, and sooner, too, before enough defenders have likely showed up.
#16
Posted 20 January 2015 - 09:32 AM
Tarogato, on 19 January 2015 - 10:47 PM, said:
This simple matter is - he who has more 12-mans wins.
Doing all this fancy stuff with waiting to destroy omega and queuing at the last second is really unnecessary because the defenders see NUMBERS in the queue, which is the sole indicator of a planet's current situation. It doesn't matter if three red pips show up all at one time or if they trickle in one at a time, the defenders can still see that attackers are in queue and about to get a ghost drop (or two). Waiting around is just a waste of time. What if those attackers, instead of waiting to destroy omega, just finished the match as soon as possible and queued back up? They immediately have another 12-man in the queue which the defenders have to contend with, and sooner, too, before enough defenders have likely showed up.
That is just the point, defenders CAN NOT SEE the player queue unless they are just sitting and watching the map, solos , pugs, disorganized units, they may sit around and stare at the queues, but most want to use the time they have to fight, not to wait about in case of a sudden massive ghost-drop they will need to defend on.
Most organized Units/factions use 3rd party apps to monitor CW, the one thing none of these apps do is show the players in queue. So the first warning of ghost drops an active command has is when planet segments change, when they see a change and see a single 12 man ghost-dropping, they ignore it and stay focused on the main battles.
When it hits 3 or more is when they start to divert forces, and that is when they should notice 36 attackers. If they see a planet segment change and look at 36+ people in queue a 12 man is sent asap to block any further GD's, this is also why a well timed delayed win on the attackers also comes into play.
The best bet is to have gotten all 3 teams into a GD before ANY segment changes. This guarantees 3 GD wins and 3 attackers queued to force more Attack missions.
Sure, you can be sloppy and just pile on as random mobs... you may even find enough people who will suddenly all on their own decide to drop en masse on a planet that hasn't any battles going on in the crucial 2 hours before ceasefire and hope for the best.
#17
Posted 20 January 2015 - 10:05 AM
Besides, scrub factions are all doing the same thing now: not defending until the last 15mins, actually counting on ghost drops because it takes way longer to flip planets than stomping bad teams and pugs consecutively.
Abivard lambastes ghost dropping publicly, then no doubt does nothing about privately, because ACTUALLY FIGHTING hastens the planet flipping (since FRR is bad). GGclose.
#18
Posted 20 January 2015 - 05:14 PM
Abivard, on 20 January 2015 - 09:32 AM, said:
Most organized Units/factions use 3rd party apps to monitor CW, the one thing none of these apps do is show the players in queue. ...
Thank you! That's the one part of your argument that puts this all together and now it all makes sense to me.
Though I doubt that most organised units do indeed use 3rd party software, there are definitely a number of individual people who do. I, myself, actually look at the in game map very frequently, so I'm almost always aware of the queue numbers when I'm online. I use them to determine as a solo pugger when is a good time for me to drop - other wise I'm in normal/pub-queue.
#19
Posted 21 January 2015 - 03:11 AM
Tarogato, on 20 January 2015 - 05:14 PM, said:
Though I doubt that most organised units do indeed use 3rd party software, there are definitely a number of individual people who do. I, myself, actually look at the in game map very frequently, so I'm almost always aware of the queue numbers when I'm online. I use them to determine as a solo pugger when is a good time for me to drop - other wise I'm in normal/pub-queue.
All organized units use third party apps for CW.... only UN-organized units fail to use 3rdparty CW apps.
#20
Posted 21 January 2015 - 04:18 AM
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