Jump to content

The Battle For Luthien: A Photo-Journal

News Social Metagame

33 replies to this topic

#1 Prussian Havoc

    Member

  • PipPipPipPipPipPipPipPip
  • Galaxy Commander III
  • Galaxy Commander III
  • 1,066 posts
  • LocationShenandoah, PA

Posted 22 February 2015 - 10:24 AM

TL:DR - The First Battle for Luthien was won by an Inner Sphere Common Defense, spearheaded by Elite Kurita 12-man groups. This combination of Shock-Quality (NS, 6RNT, etc) and overwhelming numeric advantage (ALL Inner Sphere Houses were present amongst the Common Defenders) proved to be just too much for the largest single sustained concentration of CSJ gamers yet achieved in MWO:CW.


Allow me to extend my most profound thanks to the gamers of House Kurita's DCMS. Your outstanding manner and maturity of gaming ensured there were uncounted dozens of the highest quality, most excellent and enjoyable matches yet to have graced MWO:CW.

Thank you for gaming... and meet you on the high (Luthien!) ground!


JOURNAL ENTRY 001(22FEB) - It was an amazing event that PGI afforded us last night - the ability to participate in the very first Clan liberation Attempt of an Inner Sphere Capital World, specifically the Draconis Combine's capital of Luthien.

At the height of last night's CSJ attack on Luthien, I recall 72 Smoke Jaguars being queued up in the Attack. Because it was an attack queue, every single one of those Attackers were indeed Smoke Jaguars. All this occurred deep into the Oceanic-cycle. I do not believe CSJ EVER reached such a high number of Attackers than the 72-Smoke Jaguars queued for drops on Luthien.


The first screen captures are included below:

Posted Image
- This pic captures what is nearly the high point of the attack. Resident data is only maintained at the 15-minute Marks, it was just offset by 5 or 10 minutes when CSJ liberated 73% of Luthien. THIS constitutes the height of the CSJ Attack.



Posted Image
- This pic captures the final results. These results occurred in large measure due an hours-5 though hours-6 massive surge in the number of Inner Sphere Common Defenders. As I recall it, he highest total numbers in both queues reached and were sustained 72 Attackers and 90+Defenders.



Posted Image
- I was indeed fortunate to be the first Smoke Jaguar queued for battle on Luthien. Though a 12-man Faction Drop RIGHTFULLY cut to the front of the line, I found myself dropping with a remarkable collection of gamers.



Posted Image
- The gamers listed here became the core cadre of a continues 12-man Faction Drop for the first 6-hours of the Battle of Luthien.



Posted Image
- A memorable shot of our Core Cadre assaulting through Alpha Gate on Sector Two of the Sulfurous Rift, Luthien on or about 1231hrsEST on 22FEB3050.



Posted Image
- Included here are the immediate results of our Core Cadre's Assault on Sector Two, realizing the first Sector of ANY Faction Capital seized in MWO:CW. Much honor and praise are due the 11-members of our Core Cadre this night.



Posted Image
- From the beginnings in Sector Two, success was fast realized in 11 of 15 Sectors. What is pictured here was a turning point in the Battle (to be clear there was two turning points.) The above pic shows the 0230hrsEST loss of initiative by Luthien Defenders, when for two hours the average number of CSJ Attackers (53) out paced the Inner Sphere Common Defender average (42) and what had been exclusively Holding Actions keeping CSJ penned into Sectors 1 through 5, quickly saw CSJ seize the initiative, attack and liberation Sectors 6 through 11.



[NO PHOTO AVAILABLE]

- And then the second of two turning points, an NS 12-man Unit Drop came on line, joining a 6RNT 12-man Faction Drop as the Kurita ELITE Counterattack Forces, destroying one Clan Holding Action after another until only 27% of Luthien remained under CSJ control by the end of the Oceanic Cycle.



BREAK BREAK BREAK



While it did not end in victory, tonight's Battle for Luthien constituted the high point of my time in MWO. So very many of us just happened to still be on line when this unlooked-for and unexpected opportunity arose.


RECOMMENDATION:Opportunities like Tukayyid and Luthien WILL occur again.

It just might be Clan Wolf and Rasalhague that next unexpectedly combine to offer ALL MWO gamers a peek into just such a climatic Battle. I recommend that ALL Clans look to and respond in force in support of ALL Defensive Requirements of whichever Clan gets the next shot at a Climatic Battle.

At numerous times last night CSJ had to divert forces to defend Leiston as it was my MISTAKEN belief that since Leiston was the last Kurita planet seized, it represented the "Gateway" or Invasion Jumping Off Point for a whole series of CSJ attacks on Luthien. I was WRONG, as even by holding Leiston by the slimmest of margins, the CSJ option to liberate Luthein evaporated and was replaced by the Kurita world of Omagh.

If CSJ had not had to divert forces to rescue Leiston (or as unconfirmed, though highly likely reports of a contested Clan Ghost Bear invasion of Keisen) it is ASURED that additional Drops on Luthein would have been possible.

Thus there are indeed two request:
1). That all potential Clan Common Defenders look to augment the Defenses of the Clan finding itself with a Climatic Battle, thus relieving EVERY member of the lucky Faction to go over to 100% "Attack."

2). That at the very least ALL Clans refrain from attack the lucky Clan with the option to enter a Climatic Battle. Even if a Clan decides NOT to send Clan Common Defenders to backstop loss of Invasion Jumping off Point planets THE VERY LEAST THAT CAN BE DONE is to NOT victimize a Clan decisively engaged in its Climatic Battle,

You never know what famous Battle my next offer any of the Clans an opportunity to realize a Climatic Battle...

It could be Jade Falcon and Tharkad (we do have the perfidious PGI logarithm still sometimes working against us, it COULD happen!)

It could be Clan Wolf and Rasalhague.

It could (and most likely WILL) be Clan Ghost Bear and Tukayyid.

I propose that ALL Clans make a sincere and heavy contribution of Clan Common Defenders to whichever Clan finds itself next thrust into the breach of an Climatic Battle.



What say you my fellow Clan Trothkin?


ps... here is my favorite pic from last night's climatic battles:

Posted Image

Edited by Prussian Havoc, 22 February 2015 - 11:04 AM.


#2 Necromantion

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,193 posts
  • LocationBC, Canada

Posted 22 February 2015 - 10:25 AM

If only unlimited counterattacks werent possible :P

#3 Prussian Havoc

    Member

  • PipPipPipPipPipPipPipPip
  • Galaxy Commander III
  • Galaxy Commander III
  • 1,066 posts
  • LocationShenandoah, PA

Posted 22 February 2015 - 10:40 AM

OP updated...

#4 Mordin Ashe

    Member

  • PipPipPipPipPipPipPipPip
  • 1,505 posts

Posted 22 February 2015 - 10:57 AM

Nice :-) Very strong build on your Mad Dog btw!

#5 LoklanZFG

    Member

  • PipPipPipPipPip
  • 129 posts
  • LocationWraeclast

Posted 22 February 2015 - 01:31 PM

View PostNecromantion, on 22 February 2015 - 10:25 AM, said:

If only unlimited counterattacks werent possible :P


From what I could see there were also normal attacks taking place when we were dropping on Luthien. It usually seemed like we were getting 4 counter attacks in progress to 2 defense matches, even when we had IS defenders pouring it on. I was there for the entire attack phase, and it seemed pretty consistent in this 2:1 ratio until much later on. But yea, I know what you mean. 90% of the time Kurita is on the short end of the numbers advantage game. Luckily our allies from across the Inner Sphere came out in force to tip the odds in our favor. o7

But I think the game design would be much better if the winning side always got a tick/percentage on a planet, regardless of attack or defense. We might need more ticks per planet to balance out the amount of time it takes to capture one or something, but I think it would be alot less frustrating this way

#6 Aethon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • 2,037 posts
  • LocationSt. Louis, Niles, Kerensky Cluster

Posted 22 February 2015 - 01:56 PM

EDIT: Due to a lack of any explanation by PGI, I did not understand the mechanics of ghost drops. Disregard.

Edited by Aethon, 22 February 2015 - 04:54 PM.


#7 Stormthorn

    Member

  • PipPipPipPipPip
  • 101 posts

Posted 22 February 2015 - 02:09 PM

Cool post! I enjoyed the photo journal a lot. o7

#8 pwnface

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,009 posts

Posted 22 February 2015 - 02:18 PM

View PostAethon, on 22 February 2015 - 01:56 PM, said:

Too bad ghost drops ruled the day; the faction that wins the most battles really should be the planet's owner.


Are you sure House Kurita wasn't the faction that won the most battles? We had 2x 12man groups who were undefeated from the end of NA ceasefire to the beginning of SEA ceasefire.

#9 G SE7EN7

    Member

  • PipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 579 posts
  • Twitch: Link
  • LocationGaledon District

Posted 22 February 2015 - 03:11 PM

View PostPrussian Havoc, on 22 February 2015 - 10:24 AM, said:

Allow me to extend my most profound thanks to the gamers of House Kurita's DCMS. Your outstanding manner and maturity of gaming ensured there were uncounted dozens of the highest quality, most excellent and enjoyable matches yet to have graced MWO:CW.

Thank you for gaming... and meet you on the high (Luthien!) ground!

Played a couple of rounds with your group Prussian, they were good solid rounds. <0

#10 Abivard

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,935 posts
  • LocationFree Rasalhague Republic

Posted 22 February 2015 - 03:11 PM

View PostAethon, on 22 February 2015 - 01:56 PM, said:

Too bad ghost drops ruled the day; the faction that wins the most battles really should be the planet's owner.


With the amount of players on each side, it is highly doubtful that any ghost drops occurred,
If they did it would have been only 1 or 2 for each side, which cancel each other out.

Where as the world was Overwhelmingly held by the defenders and no more than 1 Ghost drop could have occurred at the cease fire, Ghost Drops did NOT decided anything.

p.s. I was there from near the start all the way to the ceasefire.

#11 Aethon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • 2,037 posts
  • LocationSt. Louis, Niles, Kerensky Cluster

Posted 22 February 2015 - 03:13 PM

View Postpwnface, on 22 February 2015 - 02:18 PM, said:


Are you sure House Kurita wasn't the faction that won the most battles? We had 2x 12man groups who were undefeated from the end of NA ceasefire to the beginning of SEA ceasefire.


We had 5 large groups dropping last night/this morning, and between them, we lost about 7 battles (basically, whenever we fought your meta 12-man groups). Every other battle we fought was against pugs, or a small group mixed-in with pugs. Last night had some of the finest pugs I have ever fought against, and I hope that standard continues...but in the end, pugs really are not a match against a large group.

So, 2 undefeated groups and a pile of pugs, vs. 5 groups that lost a total of 7 battles. With respect to how well the Combine and its allies fought last night, I firmly believe that we would have won if not for ghost drops.

View PostAbivard, on 22 February 2015 - 03:11 PM, said:


With the amount of players on each side, it is highly doubtful that any ghost drops occurred,
If they did it would have been only 1 or 2 for each side, which cancel each other out.

Where as the world was Overwhelmingly held by the defenders and no more than 1 Ghost drop could have occurred at the cease fire, Ghost Drops did NOT decided anything.

p.s. I was there from near the start all the way to the ceasefire.


When there are 5 full teams ready to defend, and no attacking teams prepared at all, what do you think happens after 10 minutes?

#12 Abivard

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,935 posts
  • LocationFree Rasalhague Republic

Posted 22 February 2015 - 03:19 PM

View PostAethon, on 22 February 2015 - 03:13 PM, said:


We had 5 large groups dropping last night/this morning, and between them, we lost about 7 battles (basically, whenever we fought your meta 12-man groups). Every other battle we fought was against pugs, or a small group mixed-in with pugs. Last night had some of the finest pugs I have ever fought against, and I hope that standard continues...but in the end, pugs really are not a match against a large group.

So, 2 undefeated groups and a pile of pugs, vs. 5 groups that lost a total of 7 battles. With respect to how well the Combine and its allies fought last night, I firmly believe that we would have won if not for ghost drops.



When there are 5 full teams ready to defend, and no attacking teams prepared at all, what do you think happens after 10 minutes?


You make the statement you had 5 full premades, plus the 2 or 4 floating 12's on your side. yet somehow none of the 5 to 9 companies you had dropping could get out of a match to stop a GD that waits 10 minutes before launching?

Do you do math much?



#13 Prussian Havoc

    Member

  • PipPipPipPipPipPipPipPip
  • Galaxy Commander III
  • Galaxy Commander III
  • 1,066 posts
  • LocationShenandoah, PA

Posted 22 February 2015 - 03:27 PM

View PostLoklanZFG, on 22 February 2015 - 01:31 PM, said:

From what I could see there were also normal attacks taking place when we were dropping on Luthien. It usually seemed like we were getting 4 counter attacks in progress to 2 defense matches, even when we had IS defenders pouring it on. I was there for the entire attack phase, and it seemed pretty consistent in this 2:1 ratio until much later on. But yea, I know what you mean. 90% of the time Kurita is on the short end of the numbers advantage game. Luckily our allies from across the Inner Sphere came out in force to tip the odds in our favor. o7

But I think the game design would be much better if the winning side always got a tick/percentage on a planet, regardless of attack or defense. We might need more ticks per planet to balance out the amount of time it takes to capture one or something, but I think it would be alot less frustrating this way


Excellent observation and INCREDIBLE gameplay suggestion!

First, please allow me to expand on your observation:

In the first 150-minutes (when the numbers of Attackers and Defenders were the closest) Inner Sphere Common Defenders worked hard to delay the loss of Sector's 6 through 15. CSJ descended on Luthien with more than 60-Liberators (estimated to have been four 12man Faction Drops and one Soloist and Small Group Team - this put Sectors One through Five into play IMMEDIATELY regardless of Defender numbers.

At the 150-minute mark the expected Oceanic-cycle "Dip-in-aggregate-Kurita-Strength" occurred, pretty much right on time and CSJ swept to control of 11 of 15 Sectors as CSJ took advantage of having seized the initiative (Total Liberators: averaged 58 / Total Defenders: averaged 43) for 90-minutes.

Then at the mid-point (240-minutes)... Four something's BAD happened.

1). The number of Inner Sphere Common Defenders jumped to an average of 82 within the next 30-minutes. These House and Mercenary contributions had an Elite Vanguard of 228 and other 12-man Unit/Faction Teams. This BULK of both quality and quantity swamped the solid 60+ CSJ effort at multiple points exceeding 90+. At no time did I observe CSJ EVER fielding more than 73 gamers.

2). The (estimated) 12-man Kurita Faction drop run by 6RNT was joined by at least one 12-man NS Team and likely numerous other Solo, Unit and Faction Teams from all 5 of the top Kurita Loyalist Units. This core cadre of supremely proficient gamers provide a nucleus of the Dragon's Strength of Heart and Dominant Will, CSJ was not able to overcome despite our best efforts.

3). At some point past the 270-minute mark, a DCMS Leader pulled Kurita forces out to a rapidly recovering Kurita situation on Luthien and over to the just liberated Smoke Jaguar world of Leiston. This served well to siphon of Smoke Jaguar attackers from Luthien.

4). At some point past the 300-minute mark, unconfirmed reports of Clan Ghost Bear dropping on the Smoke Jaguar world of Kiesen surfaced and because of unfortunate but substantiated tension and frustration, even more Smoke Jaguar gamers pull out of the fight on Luthien and are siphoned away.

These are from my e-notes and provide greater context to decisive events throughout the First Battle for Luthien.


Secondly, I really like your idea that there should be an enduring (at least for 3-cycles) effect on a planet being fought over. If the planet is attrited on Ceasefire-Cycle-1 to the point where 5-Sectors are in a Enemy Hands at ANY POINT, then on Ceasefire-Cycle-2, I would like to see the planet start the Defenders off with no turrets, gens or gates in those first 5 Sectors. Defenders would only have an Omega.

Since this is not a true Counterattack, I suggest it be designated a new Game Mode - "Hasty Defense." It replicates and gives a multi-cycle-attack some credit toward having degraded the planet's military infrastructure. When one stops to think about it, from 8-hours to 8-hour block to have COMPLETELY rebuild defenses/Planetary Gun is a very steep and unlikely assumption.

Plus this new mode would help small Factions be competitive by having a better chance to take planets the second time around during the very next cycle. I even contend that on the second day of continuous attack, if the Attacker reaches 7-Sectors seized at any point on Day Two, I suggest Day Three dawn with a corresponding number of Sectors reduced to only an Omega.

Thus on the third day of continuously hitting a single world, a faction that is "challenged" as the result of its limited player base will have increments potential to decidedly win a planet.


Yes, BOTH of your main points are quite interesting interesting and I hope PGI is paying attention!




If not, you should consider sending ideas into the Features Suggestion. Send me a PM if you do and I will be sure add comments similar to what I have here to it. You should get credit of a great twist on the second item here!

Great job!

#14 Davers

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,886 posts
  • Facebook: Link
  • LocationCanada

Posted 22 February 2015 - 03:31 PM

PGI loves CSJ. They seem to get all the cool fights (Turtle Bay, Tukayyid, now Luthien) while everyone else is fighting over planets that sound like someone clearing their throat.

#15 Mexicutioner46

    Member

  • PipPipPip
  • IS Exemplar
  • IS Exemplar
  • 81 posts

Posted 22 February 2015 - 03:40 PM

We had 6 12 mans running on HK Ts for most of the night, 2 of which were NS 12 mans. We had a very hIgh success rate amongst our premades, which I belive shows in the aftermath of a Combine win on Lithien. Though a huge thanks goes out to ALL of our allies that helped as well!

Edited by Mexicutioner46, 22 February 2015 - 03:44 PM.


#16 Aethon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • 2,037 posts
  • LocationSt. Louis, Niles, Kerensky Cluster

Posted 22 February 2015 - 03:47 PM

View PostAbivard, on 22 February 2015 - 03:19 PM, said:


You make the statement you had 5 full premades, plus the 2 or 4 floating 12's on your side. yet somehow none of the 5 to 9 companies you had dropping could get out of a match to stop a GD that waits 10 minutes before launching?

Do you do math much?




Oh, look. Personal attacks. Cute.

The average battle lasts 20-25 minutes. By the time I was referring to, most of our guys were going to bed. The queue showed about 60 attackers, and over 100 defenders. It also showed 5 full defending groups waiting for a match, with all attackers already tied up in battles. As I watched, the defending dropships disappeared one at a time, without the current battles being finished. A couple minutes after each one disappeared, another chunk of the planet was flipped to blue.

"I believe in coincidences...but I don't trust them." - Elim Garak


In the spirit of cooperation, if you can explain what I witnessed, please do.

Edited by Aethon, 22 February 2015 - 03:53 PM.


#17 Prussian Havoc

    Member

  • PipPipPipPipPipPipPipPip
  • Galaxy Commander III
  • Galaxy Commander III
  • 1,066 posts
  • LocationShenandoah, PA

Posted 22 February 2015 - 04:29 PM

View PostAethon, on 22 February 2015 - 01:56 PM, said:

Too bad ghost drops ruled the day; the faction that wins the most battles really should be the planet's owner.


I completely agree with Abivard below.

We ran the match in our 12-man between drops, as long as there are at least 48-60+ gamers in each queue there is virtually ZERO chance of even an "Insta-Drop 12-man Unit/Faction Drop" managing to survive its early admin-time (waiting behind OTHER EVENTUALLY ABORTED Ghost Drop timers, before their own Ghost Drop timer CNA even begin to start its Countdown) and its subsequent 10-minute count down Ghost Drop Timer.

Let me put it this way:

1). At the 60-minute mark there was approximately 60-attackers and 90+ Defenders.
2). For the purpose of this example I will use 120-attackers in queue as the 90+ ACTUAL NUMBER.
3). The first 60 from each queue drop, one minute apart from each other, into matches in Sector one through Sector Five.
4). For these 5-minutes, Defenders 61 through 120 are just sitting in "Admin Time" where pilots are only ever "awaiting orders."
5). As soon as the first Sector "POPS" over to the Attacker's possession, Defenders 61 through 72 begin their 10-minute Ghost Drop countdown timer specifically against that now "Lost Sector."
6). As the "Defender 61 through 72" 10-minute timer counts down, Defenders 73 through 120 remain in "Admin Time" the entirety of this VERY FIRST AND ONLY 10-minute countdown duration. It is during this 10-minutes that the next 12-attackers (likely many of those who just took down the first Sector) will coalesce into a 12-man Team, thus dropping into combat and aborting the Ghost Drop countdown timer of Defenders 61 through 72.
7). As soon as the first Ghost Drop countdown timer is aborted, the 10-minute Ghost Drop countdown timer for gamers 73 through 84 begins its 10-minute (all but ASURED to be aborted) journey to zero.

CONCLUSION: 48-60 continuos Attackers can CONTEST every single drop from more than one hundred Defenders. Correspondingly 49-60.continous Defenders can at the very least CONTEST every single drop from more than one hundred Attackers.

RECOMMENDATION: It will rarely EVER be beneficial to have more than 48-60 Factions members in any one planet's queues, because while while 180-gamers can face 180-gamers (with sequential match starts spaced one-minute apart from each other) a Faction that wants to win, must look toward responsible stewardship of its finite combat power. and if 60 will "lock up a world" PREVENTING ANY GHOST DROPS, then the Faction has the option to create a "Combat Power Sink" for its Enemy by keeping 180 Enemy Gamers busy indefinitely as 60 from each side continuously pull back and forth individual Sectors while any gamer above 60 on one side alone, will just wither in inexhaustible "Admin Time" where pilots are always awaiting orders that never seem to come quickly enough.


Thank you for your time and attention to this thread.

v/r Steve Stroble


Below, is an excellent explanation as to why Ghost Drops had no place in deciding this morning's First Battle of Luthien:


View PostAbivard, on 22 February 2015 - 03:11 PM, said:


With the amount of players on each side, it is highly doubtful that any ghost drops occurred,
If they did it would have been only 1 or 2 for each side, which cancel each other out.

Where as the world was Overwhelmingly held by the defenders and no more than 1 Ghost drop could have occurred at the cease fire, Ghost Drops did NOT decided anything.

p.s. I was there from near the start all the way to the ceasefire.


#18 Aethon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • 2,037 posts
  • LocationSt. Louis, Niles, Kerensky Cluster

Posted 22 February 2015 - 04:36 PM

View PostPrussian Havoc, on 22 February 2015 - 04:29 PM, said:

I completely agree with Abivard below.

We ran the match in our 12-man between drops, as long as there are at least 48-60+ gamers in each queue there is virtually ZERO chance of even an "Insta-Drop 12-man Unit/Faction Drop" managing to survive its early admin-time (waiting behind OTHER EVENTUALLY ABORTED Ghost Drop timers, before their own Ghost Drop timer CNA even begin to start its Countdown) and its subsequent 10-minute count down Ghost Drop Timer.

Let me put it this way:

1). At the 60-minute mark there was approximately 60-attackers and 90+ Defenders.
2). For the purpose of this example I will use 120-attackers in queue as the 90+ ACTUAL NUMBER.
3). The first 60 from each queue drop, one minute apart from each other, into matches in Sector one through Sector Five.
4). For these 5-minutes, Defenders 61 through 120 are just sitting in "Admin Time" where pilots are only ever "awaiting orders."
5). As soon as the first Sector "POPS" over to the Attacker's possession, Defenders 61 through 72 begin their 10-minute Ghost Drop countdown timer specifically against that now "Lost Sector."
6). As the "Defender 61 through 72" 10-minute timer counts down, Defenders 73 through 120 remain in "Admin Time" the entirety of this VERY FIRST AND ONLY 10-minute countdown duration. It is during this 10-minutes that the next 12-attackers (likely many of those who just took down the first Sector) will coalesce into a 12-man Team, thus dropping into combat and aborting the Ghost Drop countdown timer of Defenders 61 through 72.
7). As soon as the first Ghost Drop countdown timer is aborted, the 10-minute Ghost Drop countdown timer for gamers 73 through 84 begins its 10-minute (all but ASURED to be aborted) journey to zero.

CONCLUSION: 48-60 continuos Attackers can CONTEST every single drop from more than one hundred Defenders. Correspondingly 49-60.continous Defenders can at the very least CONTEST every single drop from more than one hundred Attackers.

RECOMMENDATION: It will rarely EVER be beneficial to have more than 48-60 Factions members in any one planet's queues, because while while 180-gamers can face 180-gamers (with sequential match starts spaced one-minute apart from each other) a Faction that wants to win, must look toward responsible stewardship of its finite combat power. and if 60 will "lock up a world" PREVENTING ANY GHOST DROPS, then the Faction has the option to create a "Combat Power Sink" for its Enemy by keeping 180 Enemy Gamers busy indefinitely as 60 from each side continuously pull back and forth individual Sectors while any gamer above 60 on one side alone, will just wither in inexhaustible "Admin Time" where pilots are always awaiting orders that never seem to come quickly enough.


Thank you for your time and attention to this thread.

v/r Steve Stroble


Below, is an excellent explanation as to why Ghost Drops had no place in deciding this morning's First Battle of Luthien:


Thank you for the explanation; I have never seen ghost drops explained in that manner. Where did you find that info?

Also, if what you are saying is 100% accurate, I agree with Abivard's initial post as well, in spite of his offensive attitude afterward. However, someone simply saying "No, that is impossible" does not make it so without any proof, which was not supplied at that time. Thus, my suspicions.

Edited by Aethon, 22 February 2015 - 04:49 PM.


#19 Prussian Havoc

    Member

  • PipPipPipPipPipPipPipPip
  • Galaxy Commander III
  • Galaxy Commander III
  • 1,066 posts
  • LocationShenandoah, PA

Posted 22 February 2015 - 04:50 PM

View PostAethon, on 22 February 2015 - 03:47 PM, said:

..(snip)...As I watched, the defending dropships disappeared one at a time, without the current battles being finished. A couple minutes after each one disappeared, another chunk of the planet was flipped to blue.

&quot;I believe in coincidences...but I don't trust them.&quot; - Elim Garak


In the spirit of cooperation, if you can explain what I witnessed, please do.


I have explained it just now, please look it over.

As to your seeing sectors change hands, I have NO DOUBT that you watched CONTESTED RESULTS being portrayed. And that is why they blinked in coincidently rapid succession.

"Sometimes a cigar is a cigar." - a famous pseudo-Freud quote.

But since there were were ZERO Ghost Drops in progress no of the "blinks" were that of a Ghost Drop being recorded... they wer MOST DEFINITELY the famous NIGHT SCORN 3-minute deconstruction of a Sulfurous Rift Defense... even running 4-Streak Boats, I have failed to orchestrate a stop to this NS mainstay.

So as NS was running two 12-man Teams, I have no doubt BLINKS were occurring everywhere as NS squashed Defenses and collapsed Counterattacks. Luckily CSJ was running its own Elite Vanguard 12-mans and for a god part of the night we build up a 73% lead only to see it very competently and professionally eroded by DCMS élan and Marik-nSL willingness to help a disaffected (though my favorite in Lore!!!) Inner Sphere House.

I trust these posts have helped you see that Ghost Drops just might not be a prevalent as you (and no doubt TOO MANY others mistakenly thought.)

Good luck and good gaming, meet you all on the high (Luthien!) ground!

View PostAethon, on 22 February 2015 - 04:36 PM, said:


Thank you for the explanation; I have never seen ghost drops explained in that manner. Where did you find that info?


I have played almost 1200 Community Warfare matches... and it all sort of falls into place given my schooling and retired military experience.

Not the best answer I am afraid and prime evidence of a #WastedRetirement but then there you have it.

Perhaps a Moderator or Developer could chime in an let us know its veracity...

#20 Aethon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • 2,037 posts
  • LocationSt. Louis, Niles, Kerensky Cluster

Posted 22 February 2015 - 04:52 PM

View PostPrussian Havoc, on 22 February 2015 - 04:50 PM, said:

I have explained it just now, please look it over.

As to your seeing sectors change hands, I have NO DOUBT that you watched CONTESTED RESULTS being portrayed. And that is why they blinked in coincidently rapid succession.

"Sometimes a cigar is a cigar." - a famous pseudo-Freud quote.

But since there were were ZERO Ghost Drops in progress no of the "blinks" were that of a Ghost Drop being recorded... they wer MOST DEFINITELY the famous NIGHT SCORN 3-minute deconstruction of a Sulfurous Rift Defense... even running 4-Streak Boats, I have failed to orchestrate a stop to this NS mainstay.

So as NS was running two 12-man Teams, I have no doubt BLINKS were occurring everywhere as NS squashed Defenses and collapsed Counterattacks. Luckily CSJ was running its own Elite Vanguard 12-mans and for a god part of the night we build up a 73% lead only to see it very competently and professionally eroded by DCMS élan and Marik-nSL willingness to help a disaffected (though my favorite in Lore!!!) Inner Sphere House.

I trust these posts have helped you see that Ghost Drops just might not be a prevalent as you (and no doubt TOO MANY others mistakenly thought.)

Good luck and good gaming, meet you all on the high (Luthien!) ground!



I have played almost 1200 Community Warfare matches... and it all sort of falls into place given my schooling and retired military experience.

Not the best answer I am afraid and prime evidence of a #WastedRetirement but then there you have it.

Perhaps a Moderator or Developer could chime in an let us know its veracity...


You had explained it after all my posts were submitted, but yes, I understand now.

It is a shame PGI never really explained this themselves, on their own website, however; convoluted, non-explained mechanics seem to be a favourite of theirs.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users