

Dropship Dan
#21
Posted 16 December 2015 - 09:42 PM
All Hail Dropship Dan! Our Savior, and our Doom.
#22
Posted 16 December 2015 - 09:47 PM
Quote
counter attack has always been a bad gamemode.
#24
Posted 16 December 2015 - 10:03 PM
#25
Posted 16 December 2015 - 10:15 PM
VorpalAnvil, on 16 December 2015 - 08:50 PM, said:
Oh but wait. They listened to player feedback. So they did good, no?
#26
Posted 16 December 2015 - 10:16 PM
SkippyT72, on 16 December 2015 - 07:28 PM, said:
Look down.....
I think my sig speaks louder then my words.
Edited by DarthRevis, 16 December 2015 - 10:16 PM.
#27
Posted 16 December 2015 - 10:20 PM
El Bandito, on 16 December 2015 - 09:32 PM, said:
That's a legitimate strategy to tie up the defenders for as long as possible, for other attacking teams to ghost drop other zones, due to lack of defenders over there--when the match seems lost. I would advocate such strategy to be used against 12-man elite teams, when your team is made of pugs.
When it's only viable due to a feature PGI added to stop something else that would be a exploit I'd say, it's one thing to keep the game going by being a participant in the game, it's another to hide and not even attempt to fight or play just to screw over another team that is trying to play.
#29
Posted 16 December 2015 - 10:26 PM
SkippyT72, on 16 December 2015 - 10:20 PM, said:
The other team wins when the timer runs out since they are defending. And the hiding team is still participating, by being a threat. Of course, deeper strategies are lost to the average crowd. If my pug team faces HHoD again, I will have them stay at one spawn until I formulate a strategy, cause their Light rush is damn strong. Longer I tie them up, longer the other Marik teams will have success on the other zones.
Edited by El Bandito, 16 December 2015 - 10:28 PM.
#30
Posted 17 December 2015 - 01:49 AM
#32
Posted 17 December 2015 - 04:47 AM
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