Defense Through Inaction?
#1
Posted 03 February 2016 - 05:51 AM
Not here to complain about or call out any faction or group. It's a sensible thing to do, given the mechanics of CW. I'm just trying to start a discussion about the issue.
Is there currently anything to do about it? The options I can see are to either endure the ghost drops, or find a planet where people will fight.
Will CW 3.0 change anything? Granted, we don't know much about it yet, but do you think that the bits we do know will make a difference?
What are some possible solutions to "passive resistance" being a defense? I'm a bleeding-heart peace dove IRL, but I came here to fight.
I guess it's also worth asking if you even think this is a problem?
#2
Posted 03 February 2016 - 06:07 AM
Darwins Dog, on 03 February 2016 - 05:51 AM, said:
Not here to complain about or call out any faction or group. It's a sensible thing to do, given the mechanics of CW. I'm just trying to start a discussion about the issue.
Is there currently anything to do about it? The options I can see are to either endure the ghost drops, or find a planet where people will fight.
Will CW 3.0 change anything? Granted, we don't know much about it yet, but do you think that the bits we do know will make a difference?
What are some possible solutions to "passive resistance" being a defense? I'm a bleeding-heart peace dove IRL, but I came here to fight.
I guess it's also worth asking if you even think this is a problem?
They're going to be narrowing attack and defense options at any given time down considerably, so that should probably help. We'll have to wait for more details on it to know, though.
#3
Posted 03 February 2016 - 06:40 AM
dunno how many times I have gotten pissed off at this tactic when it was used against me, but it can be a viable way to defend if you don't have enough skilled players to actually help in defense.
#4
Posted 03 February 2016 - 06:51 AM
Solo players will come to fight wherever there is a match to be found.
#5
Posted 03 February 2016 - 06:53 AM
Ironically, all the stuff we preach about factions getting organized, using faction hub teamspeak, etc, could potentially lead to more of this. If a faction is disorganized and pugs answer the call to arms, then these ghost drops don't happen. If factions are coordinated and on comms together, then a plan to studiously ignore defense tickets could work.
And the tactic does work. I don't know too many units who will ghost drop a planet to victory. Even if you have the numbers, it's just mind-numbingly boring with very minimal rewards.
#6
Posted 03 February 2016 - 07:05 AM
crustydog, on 03 February 2016 - 06:51 AM, said:
Solo players will come to fight wherever there is a match to be found.
I think it really depends on the size of the faction. With big factions that have lots of solo players you will get skittles on defense, but smaller factions may not have enough solo players to fill a team.
Not to mention that solo players will only accept so many call to arms before they get tired of getting rolled by 12 man teams.
tortuousGoddess, on 03 February 2016 - 06:07 AM, said:
My concern is that, even with fewer options, it will be a valid defense. If 6 full teams queue up on a planet, then they have to wait 10, 20, 30, 40, 50, and 60 minutes for fights that aren't happening.
There's also the issue of no more solo players with the queue split, so fewer chances to find a team that's not in on the plan.
Like you said, we'll have to wait and see there. Maybe PGI has a cunning plan.
#7
Posted 03 February 2016 - 07:17 AM
It could be argued that things have stayed the same, or even gotten worse since then with the Call To Arms mechanic and I could readily argue that it is the root cause of the current state of affairs in CW:
- Units are more interested in fast fights, so they get those on the attack (they fight vs. PUGs/Skittles)
- The PUGs/Skittles get roflestommped into oblivion.
- PUGs/Skittles complain about "always" fighting against coordinated units
- These complainers are told to "git gud" or "join a unit"
- They either don't change, give up on CW entirely...or they DO join a unit...which is primarily on the attack.
And so the cycle continues.
#8
Posted 03 February 2016 - 07:58 AM
Darwins Dog, on 03 February 2016 - 07:05 AM, said:
Not to mention that solo players will only accept so many call to arms before they get tired of getting rolled by 12 man teams.
My concern is that, even with fewer options, it will be a valid defense. If 6 full teams queue up on a planet, then they have to wait 10, 20, 30, 40, 50, and 60 minutes for fights that aren't happening.
There's also the issue of no more solo players with the queue split, so fewer chances to find a team that's not in on the plan.
Like you said, we'll have to wait and see there. Maybe PGI has a cunning plan.
I seem to recall Russ saying something about wanting to basically narrow each faction's forces into a single planet at a time, or close to that, to make the conflict more focused and interesting.
#9
Posted 03 February 2016 - 08:44 AM
#10
Posted 03 February 2016 - 09:12 AM
First ghost drop: 1 pip
Second ghost drop: 2 pips
Third ghost drop: 4 pips
etc...
When the defenders can finally muster 12 players, it resets back to 1 pip per ghost drop.
Edited by Jman5, 03 February 2016 - 09:13 AM.
#11
Posted 03 February 2016 - 09:19 AM
Count Zero 74, on 03 February 2016 - 08:44 AM, said:
It worked last night. We had 2 groups do 3 ghost drops each with no opposing teams (plus a third non-[FOX] group at one point). There may have been a few pugs showing up to defend, but it had to be fewer than 12. After that we broke up to do quick play and/or find a planet with a fight going on (one that was bordering a different faction iirc).
It really depends on the faction under attack. If they are small with mostly units in the population, they can coordinate ghost drop defense.
#12
Posted 03 February 2016 - 09:49 AM
#13
Posted 03 February 2016 - 10:00 AM
Darwins Dog, on 03 February 2016 - 05:51 AM, said:
Not here to complain about or call out any faction or group. It's a sensible thing to do, given the mechanics of CW. I'm just trying to start a discussion about the issue.
Is there currently anything to do about it? The options I can see are to either endure the ghost drops, or find a planet where people will fight.
Will CW 3.0 change anything? Granted, we don't know much about it yet, but do you think that the bits we do know will make a difference?
What are some possible solutions to "passive resistance" being a defense? I'm a bleeding-heart peace dove IRL, but I came here to fight.
I guess it's also worth asking if you even think this is a problem?
Based on the information we have?
No, it will not. There's nothing that Phase 3 offers that I've seen that will change this dynamic.
Reducing attack lanes will help, but the real problem is population. You get so many ghost drops because there simply aren't enough players.
Count Zero 74, on 03 February 2016 - 08:44 AM, said:
Yes they do. Mariks are FORCED to ghost drop for HOURS at a time because they can't find a match.
#14
Posted 03 February 2016 - 02:14 PM
Sandpit, on 03 February 2016 - 10:00 AM, said:
A lot of this seems to be because the Marik regulars are mostly active late evening to early morning, while everyone they border is active during regular daylight hours. At least that's what I noticed during my time there, we'd have all kinds of attack pushes going from 8 PM to 4AM, but anytime else it was either a one-off skirmish with Steiner or getting funneled into Clan defense by the C2A.
#15
Posted 03 February 2016 - 02:16 PM
#16
Posted 03 February 2016 - 03:21 PM
Ghost drop = 15mins (approx, queue up, wait 10, load 2, kill omega or drop beacons 2, re queue)
Skittles =<10mins (queue, instant drop, load 2, zerg objective, requeue)
Pug Farm = <20mins
I expect to see more of the second game type once MC is available for planet ownership if un-organised units show up to defend in phase 3.
#17
Posted 03 February 2016 - 03:44 PM
Anything over 2 groups dropping is wasted as well. When all you see are ghost drops any team over 2 isn't saving time it's just rotating out the active team. When the Liao offensive started we attacked with 6 teams. Only 1 was really active at any given time which means you had 60 players twiddling their thumbs.
The ghost drop defense isn't going to get better with more focuelsed lanes. If, for example, Marik has no one attacking us and we only have the one attack lane. Of the defender never shows up you have no options. You basically can't play CW at that point.
#18
Posted 03 February 2016 - 04:09 PM
The perfect defense vs groups dropping on your planet is to defend with 12 unitleelss solos. Its not hard to make ansmurf account. The pugs would retake territory as fast as the groups could take them. Skill would be irrelevant.
#19
Posted 03 February 2016 - 07:01 PM
#20
Posted 03 February 2016 - 07:07 PM
clownwarlord, on 03 February 2016 - 07:01 PM, said:
Translation: Davion did this too after getting curbstomped by Kurita.
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