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View Full Version : 3 basic strategies of formations to planetside


Marinealver
2012-04-17, 12:02 PM
After playing planetside for a long time I saw there were basically 3 diffrent say macro strategies to planetside and you could almost fit them to sort of a rock paper scissors category. The 3 ones I like to call the wave spam and the crash.

The wave which stands for Human Wave (also affectionately known as the Zerg rush by starcraft fans of planetside players) is esentially that. You outnumber the enemy 3 to one (or 5 or 10). you just name a target and watch every single person rush to that spot taking over enemy resistance by sheer numbers. an easy tactic to do and very little organization needed but still an effective one.

Pros: Simple and easy to carry out, often effective, effective over short ranges.
Cons: Difficult to control, if stopped often leads to a long and inefficient drawn out battle. Not good for targets that are a distance away.

Use: when you outnumber the opposing empire and target is near.
Avoid: when you match or are outnumbered by the opponents.

The spam is more than just the plasma spam but can be considered a part of the overall strategy. But it is basically finding a good area of denial weapon and pounding the opponent away by unrelenting firepower to either force the enemy to take a longer more riskier route or denying/destroying facilities. Cold be anything from Flails to Mines to heck I even say tank shell spam blast turrets on an interfarm until the base was drained thus removing the enemy.

Pros: Easily assembled, low exposure so you are not giving free kills, good against large numbers of enemies.
Cons: Very Static, not much maneuverability, slow progress.

Use: against superior lightly armored, loosely organized opponents.
Avoid: against a maneuverable foe, when time is critical.

The crash is organization a small task force around a single weapon system (i.e. MAX crash or Magrider Crash) with a few support elements such as a loadstar for repairs, sguard for air cover or cloaker for hacking doors. This is good for punching threw weak points in enemy lines and quickly securing a valuable piece of ground or gaining a tactical advantage in which other allies can exploit.

Pros: Most efficient use of Manpower, can do more with less. Great speed and maneuverability.
Cons: Requires the most organization and communication abilities. Also the most difficult tactic to apply properly. If failed you can count on a counter being developed for the next try.

Use when: target is some distance away.Enemy is static and cannot adapt quickly.
Avoid when: bad communication is an issue. If previous attempts have failed.

Malorn
2012-04-17, 12:09 PM
Think you put that in the wrong forum.

Redshift
2012-04-17, 12:58 PM
http://blog.arenasolutions.com/wp-content/uploads/2012/01/Whats-the-point.gif

Nephilimuk
2012-04-17, 01:23 PM
horns of the buffalo...

Death2All
2012-04-17, 01:25 PM
Get ready for a huge wave of meaningless threads in the imminent future.

Graywolves
2012-04-17, 01:35 PM
I'll put this chapter in my Planetside FM

cryosin
2012-04-23, 10:55 PM
You forgot one:

The derp:

When one of your bases is hacked, a bunch of Greenies will constantly suicide into a tower to essentially accomplish nothing.

Pros: You can get large numbers of enemies to gather around a useless location and maybe accomplish something tactical.
Cons: 80% of your pop is doing absolutely nothing beneficial.

Crator
2012-04-24, 08:22 PM
^^^ LOL...

To OP, great synopsis of PlanetSide 1 tactics!

Erendil
2012-04-25, 03:14 AM
To OP, great synopsis of PlanetSide 1 zerg tactics!

Fixed.