Nox And Suk Ii
#1
Posted 13 February 2015 - 06:44 PM
Looks like ms went back to the clans.
#2
Posted 13 February 2015 - 09:23 PM
Strykewolf, on 13 February 2015 - 06:44 PM, said:
Looks like ms went back to the clans.
Yes, MS is Gummi Bear again. But you will not be able to save our planets as long as there are among our leaders those who think they can launch a successful assault of a clan held world. We do not have the numbers for such an assault and it completely obliterates our chances of holding what we own. Our leaders need to rethink and realize we waste entire attack cycles trying to gain that which we simply do not have the numbers to gain. We need to keep what we have until they can show us their recruiting skills because their battle planning skills are severely short sighted.
#3
Posted 13 February 2015 - 10:47 PM
Wolfiac, on 13 February 2015 - 09:23 PM, said:
You're actually wrong. Going on the offense is what keeps planets, as the opposition has to dedicate their forces to defend. The problem with Suk was, that the planet was already at 93% 2 hours before cease fire. You want to keep planets? Keep the percentage low during the calmer times and start attacking in the last hours before cease fire. If nobody really cares for the planet earlier, there's absolutely nothing we can do to take it back.
Edited by Shredhead, 13 February 2015 - 10:48 PM.
#4
Posted 14 February 2015 - 05:39 AM
You can drop and win every battle but when you have 3 or 4 times the number of opposing players ghost dropping or cheese rushing you loose the war.
OLD continues the fight. We are NOT giving up. But beta or not this current system of CW is a farce and PGI needs to seriously step up.
#5
Posted 14 February 2015 - 06:20 AM
Tom Sawyer, on 14 February 2015 - 05:39 AM, said:
You can drop and win every battle but when you have 3 or 4 times the number of opposing players ghost dropping or cheese rushing you loose the war.
OLD continues the fight. We are NOT giving up. But beta or not this current system of CW is a farce and PGI needs to seriously step up.
So, you are volunteering to be the first player to have your friends and Unit ripped apart and distributed as PGI determines they need to be to ensure all Factions have equal numbers of players, without chance for ever changing where you are slotted? Because that is the only way this can ever be different. As long as players have the control as to the side they fight for and who they fight with, you will always have unbalanced numbers, and the same situation.
In effect, you are advocating that CW is a 'farce' as long as it promotes players forming Units and playing with their friends. Are you really ready to give up yours?
#6
Posted 14 February 2015 - 07:17 AM
#7
Posted 14 February 2015 - 09:33 AM
If you want to successfully hold territory, let alone regain territory, you need to counter-attack. Hit the Clanners back, start taking worlds. Let the SLDF volunteers hold your worlds, and focus everything you have on the offense. You'll pull Clanner forces off the attack to shift to defense, and that alone will lighten the burden on your defense worlds, as well as creating the opportunity to gain worlds. Even if you only end up trading planets, you've still broken even and accomplished the same thing as a successful defense.
#8
Posted 14 February 2015 - 05:05 PM
Jakob Knight, on 14 February 2015 - 06:20 AM, said:
So, you are volunteering to be the first player to have your friends and Unit ripped apart and distributed as PGI determines they need to be to ensure all Factions have equal numbers of players, without chance for ever changing where you are slotted? Because that is the only way this can ever be different. As long as players have the control as to the side they fight for and who they fight with, you will always have unbalanced numbers, and the same situation.
In effect, you are advocating that CW is a 'farce' as long as it promotes players forming Units and playing with their friends. Are you really ready to give up yours?
Where's my "Jumping to Conclusions mat"...
There are other possible ways to give smaller factions a chance. Find a way to discourage derp rushes, force attackers to have a kill lead at the end of the match in addition to taking out Omega (similar to the counterattack option), altering queue times and number of planetary zone dynamically based upon faction populations; came up with those ideas in about 2 minutes.
No one is advocating
As for the other posts, yes the FRR should always be attacking somewhere.
Edited by Divine Retribution, 14 February 2015 - 05:18 PM.
#9
Posted 14 February 2015 - 06:13 PM
FRR: you're not alone; many in House Liao are with you however many are also torn on reclaiming the worlds and systems seized by the Davions.
http://imgur.com/RsZ6zCm
Edited by WaiMingLee, 14 February 2015 - 06:16 PM.
#10
Posted 15 February 2015 - 05:19 AM
Jakob Knight, on 14 February 2015 - 06:20 AM, said:
So, you are volunteering to be the first player to have your friends and Unit ripped apart and distributed as PGI determines they need to be to ensure all Factions have equal numbers of players, without chance for ever changing where you are slotted? Because that is the only way this can ever be different. As long as players have the control as to the side they fight for and who they fight with, you will always have unbalanced numbers, and the same situation.
In effect, you are advocating that CW is a 'farce' as long as it promotes players forming Units and playing with their friends. Are you really ready to give up yours?
I am advocating that PGI step up and revamp CW. How about lobbies so you can see who is queing up on a planet? Instead of "breaking apart" dedicated groups and searching in vain for new "friends" to add or waiting for that last pug to join your group as you wait for 15 minutes you instead see who is queing. You can form temporary 12 mans and drop instantly by asking a couple people in the lobby. Or you can run to the forums and post "dropping on X and hope someone is reading instead of playing.
Ghost drops need attention. I can accept there will be more players on Team A vs B. But if this mechanic can be abused to the point where the last 15 minutes of CW before ceasefire is 4 groups vs 2 and those 4 are just gaming the system to get a ghost for a win then that needs a fix.
I as others feel CW is geared to dedicated teams willing to talk and work together. It can be a cold splash of water for a pug to experience. But those that enjoy team play will come back for more, find a good group, improve and prosper.
PGI has been trying to improve and make this game even more fun. Fixing CW will not only gain more players, it will bring more cash to the PGI coffers.
#11
Posted 15 February 2015 - 05:31 AM
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