Tarogato, on 21 January 2015 - 10:57 PM, said:
Here's the trick to getting into a CW match quickly.
It's really simple, but I'm going to go all out and make a chart to help visualise it.
The ## on the left the numbers displayed by the planet finder in game.
Each column < █ ░░░░░░ █ > represents an individual 12-man team.
< ░░ > represent vacant slots, < ▒▒ > represent occupied.
< ▓▓ > represent a team that is at full capacity.
##..... team 1.........team 2........team 3........ status
00 █ ░░░░░░ █ ░░░░░░ █ ░░░░░░ █ Don't join, nobody is here.
02 █ ▒░░░░░ █ ░░░░░░ █ ░░░░░░ █ just two people...
04 █ ▒▒░░░░ █ ░░░░░░ █ ░░░░░░ █ only four...
06 █ ▒▒▒░░░ █ ░░░░░░ █ ░░░░░░ █ half a team...
08 █ ▒▒▒▒░░ █ ░░░░░░ █ ░░░░░░ █ Most of a team, you could join.
10 █ ▒▒▒▒▒░ █ ░░░░░░ █ ░░░░░░ █ Join, a team is almost ready!
12 █ ▓▓▓▓▓▓ █ ░░░░░░ █ ░░░░░░ █ 2nd team is empty, don't join.
14 █ ▓▓▓▓▓▓ █ ▒░░░░░ █ ░░░░░░ █ just two people...
16 █ ▓▓▓▓▓▓ █ ▒▒░░░░ █ ░░░░░░ █ only four...
18 █ ▓▓▓▓▓▓ █ ▒▒▒░░░ █ ░░░░░░ █ half a team...
20 █ ▓▓▓▓▓▓ █ ▒▒▒▒░░ █ ░░░░░░ █ Most of a team, you could join.
22 █ ▓▓▓▓▓▓ █ ▒▒▒▒▒░ █ ░░░░░░ █ Join, a team is almost ready!
24 █ ▓▓▓▓▓▓ █ ▓▓▓▓▓▓ █ ░░░░░░ █ 3rd team is empty, don't join.
26 █ ▓▓▓▓▓▓ █ ▓▓▓▓▓▓ █ ▒░░░░░ █ just two people...
28 █ ▓▓▓▓▓▓ █ ▓▓▓▓▓▓ █ ▒▒░░░░ █ only four...
30 █ ▓▓▓▓▓▓ █ ▓▓▓▓▓▓ █ ▒▒▒░░░ █ half a team...
32 █ ▓▓▓▓▓▓ █ ▓▓▓▓▓▓ █ ▒▒▒▒░░ █ Most of a team, you could join.
34 █ ▓▓▓▓▓▓ █ ▓▓▓▓▓▓ █ ▒▒▒▒▒░ █ Join, a team is almost ready!
36 █ ▓▓▓▓▓▓ █ ▓▓▓▓▓▓ █ ▓▓▓▓▓▓ █ 4th team is empty, don't join.
... etc. etc.
Notice I bolded certain numbers on the left - these are multiples of twelve. So the basic rule becomes:
"as you approach a multiple of 12, it's better to join. At exactly a multiple of 12 or above it, it's better to wait and do something else and check back again later to see if it's closer to a multiple of 12 again."
edit: let me be super clear on this. The number you're looking at is the number in the Planet Finder on the right. The numbers appear something like 12/11, where the first number is red and the second number is blue. To know whether you need to look at the red or the blue number, look at the symbol in front of the planet name, whether it's red or blue.
Also, there are situations like this:
0/11 ... where you're looking at the second (blue) number, for instance.
This looks awesome for you because it's almost a multiple of twelve, it's only one away! You would be the one person that fills and completes the team and you'd get a match instantly... BUT! There's nobody on the other side, so you'll be sitting there forever waiting for opponents to come. So then the second rule becomes:
"don't join a queue where your side vastly outnumbers the enemy; look for planets where it's the other way around and your help is more needed."
There is an exception to that rule that involves ghost drops and whether or not there is actually a territory that you can attack/counterattack, but don't worry too much about that.
A lot of good work went into making this. It explains a lot, but I wanted to point out something. If players want to play CW expect about avg 10min wait regardless of the queue sizes. The reason is that there is a hidden exception when groups queue. 2 groups of 8 appear as 16 attackers, when it's really 2 teams that need 4 each. This number combination works from groups of 11 and a group of 2-6 waiting with no solo's. That would be a 13-17 attackers, and the first solo to queue joins the 11 man.
If you want to play, click the queue and give it 10minutes.