Danjo San, on 23 May 2016 - 05:56 AM, said:
The issue is big merc units moving as a whole are creating a population based imbalance. Your unit has more players than the top three liao loyalist units combined.
The size of the unit or faction is entirely irrelevant. You need to learn the truth of this.
What is relevant is how many FW players you can deploy during a given phase, and how well those players play. This has nothing to do with unit, or even faction size.
KCOM seldom deploys more than a full 12 man at any given time - sometimes there is a 12, and a couple of 4's or so. The thing is their win rate tops 97%, and as such, they are highly effective.
MS deploys 2 or 3, 12-man teams during NA phase, and usually 1 or less during the other two phases. We win around 87%. We are slightly less efficient than KCOM, but we generally deploy about twice as many FW players. KCOM gets 97%. We get 87% times 2.= 174%
Last night Steiner deployed 1-3 12's against us during the last hours of the NA phase, while we deployed only 2 teams for three hours prior to ceasefire. We did not warp the outcome, we won most of the few battles that we waged. One of their 3 teams kept winning a wedge, while one of our 2 teams kept winning it back. We took the planet to 100%, and kept retaking any wedges lost after that.
Also, we had help in the form of other Faction players and teams, so we did not do this alone.
---------
It is a simple matter of unit and faction coordination - coordinating to put 12-man FW teams onto the field and actually drop.
Then you also have to do some actual winning.
MS understands that to take a planet efficiently, 3 x12 man teams is an optimal number. That's 36 coordinated players, working together to capture wedges. Even KCOM has difficulty opposing such a force alone, though they can certainly make us work very hard for our results. We can lose every fight to KCOM, and still win the planet if our other two teams win their fights against the non KCOM players. Every time KCOM wins one, we win two.
If your tiny 50 man unit cannot put 36 players on the map for an entire single combat phase, you are much less likely to take a planet. Truth be told, to take planets consistently, like MS does, you need many more committed FW players, with a much higher participation rate per player. MS needs a membership of 360 players, plus the 100 or so MS-R trainees, to deploy 36 each night. That is the real math. When active participation = about 8%
MS cranks out those FW numbers, because we play FW. Our participation rate per player is just high enough to field, on average, 1 to 3 teams in every NA phase. Very few other units in the game actually do this, though I've no doubt many of them think they do.
228 is a huge and elite unit. Ask them how many 12 mans they are deploying in FW every night.
SWOL is a much larger unit, ask them how many 12 mans they are deploying in FW every night.
Faction size means nothing, and unit size means even less than nothing. The only thing two things that count are first, your ability to actually coordinate some 12 man teams and get them onto the field, and second, the win rate of those players once they actually are on the field.
You say we go to another faction and suddenly we warp the FW outcomes, with our 36 winning players.
Perhaps that faction had exactly no winning FW players before we got there?
Perhaps that faction had all kinds of players, but they did not coordinate and win well enough to capture a planet?
How many ghost bear teams are putting coordinated 12 man teams on the field for the entire phase right now? Teams that are also winning?
--------
You attack MS because MS plays FW exactly the way it is supposed to be played, failing to understand that the root cause of your own lack of success lies in your inability to gather and coordinate the appropriate number of troops to achieve the same outcomes on your own.
Is your elite 12 man winning every fight? So what. Are you winning enough wedges to take and hold the planet? That is the bottom line in FW. If you haven't learned how to do that yet, that is not our fault.
Perhaps your troops lack the required commitment to get the job done? Perhaps your unit cannot attract enough qualified players? Perhaps you cannot actually lead and manage a large enough group to deploy the required 12s?
Your argument about the size of our unit (and all other large units) is entirely bogus. Factions and units that fail to perform do so entirely out of their own lack of coordination, participation and skill. Nothing more, nothing less.
We continue to prove the truth of this every night, with our meager handful of FW players.
Wipe the salt from your eyes, for it has clouded your vision.
Accept the responsibility for your failure and do what is required to turn it around.
You want to start winning? Fine. Get yourself some achievers and get down to work.
That's the only magic formula there is.
Edited by crustydog, 23 May 2016 - 12:37 PM.