View Full Version : Reinforcements Needed
Palerion
2013-01-23, 09:56 PM
This latest hotfix, as many of you know, added a new section to the deployment screen.
This section, "Reinforcements Needed", has personally made the game much more fun for me.
Although this post seems pointless, if you want a positive post about the game, here it is.
I'm finding action much more often and am really enjoying the new feature.
Anyway, just wanted to throw out some positive feedback here.
So, is anyone else absolutely loving this addition?
MeshTheOne
2013-01-23, 09:59 PM
I think it's a good addition to the game,I like it. :)
OCNSethy
2013-01-23, 10:06 PM
Worked well at the Ti Alloy Inc outpost (Briggs) last night. We managed to repel 3 concerted attacks having the reinforcements arrive in a timely manner.
They where good fights too. Glad to see this in the game. :)
Wargrim
2013-01-23, 10:16 PM
How does this actually work, does anyone know?
For me it seemed totally arbitrary, and i had the impression it was drawing people away from where we actually needed them.
Hamma
2013-01-23, 10:23 PM
I'm a fan as well it's pretty nice! I'm uncertain how it determines where needs defending.
Saintlycow
2013-01-23, 10:36 PM
Seems accurate enough to me. Said to go to quartz ridge. Platoon of TR are there. Killed TR with all the peeps who were able to spawn. It makes getting around to action easier
Palerion
2013-01-23, 10:40 PM
It's bringing newfound consistency to the game for me.
Where finding a place to test my combat skills used to mean drop podding to certain death, I can now consistently find action, no timer limiting the action I find, and I spawn in the spawn room, not in the middle of a circle of enemies.
Ghoest9
2013-01-23, 11:02 PM
I just tried it one of the 3 options was were I was standing - and nothing was happening. So I chose another one - nothing was happening there either.
Instant action is about 1000 times better it seems. I know there will be people to kill there if I hot drop on an enemy tile.
OCNSethy
2013-01-23, 11:13 PM
As I stated above, it seem to work well for me but there was a couple of instances where I arrived as everyone was packing up and leaving... missed the fight :(
Not sure about how this feature works or the mechanics of how it decides where the cavalry is needed.
Still loving it though.
Dougnifico
2013-01-23, 11:41 PM
I agree. Great idea by the devs. TR on connery held Mesa for a good hour plus from a decent NC assault.
I also love that my AA rockets finally do stuff. lol
SixShooter
2013-01-24, 12:47 AM
I like it a lot but it's not very consistant. A few times I spawned into total ghost towns but overall it's a great addition.
Catfart
2013-01-24, 04:07 AM
I’m not sure if it was as a result of the new reinforcements option, but there was a very good infantry battle on Indar, Woodman last night around the Snake Ravine/TI Alloys area. Toe to toe for at least an hour around 10pm GMT.
Not sure if the NC managed to take TI Alloys in the end, as we had been pushed back again around 10:15 but still a splendid battle.
Vashyo
2013-01-24, 04:24 AM
I’m not sure if it was as a result of the new reinforcements option, but there was a very good infantry battle on Indar, Woodman last night around the Snake Ravine/TI Alloys area. Toe to toe for at least an hour around 10pm GMT.
Not sure if the NC managed to take TI Alloys in the end, as we had been pushed back again around 10:15 but still a splendid battle.
TI Alloys/crossroads watchtower/crown = holy trinity of XP farming, nearly allways is the most contested area in the game. Save for couple of times when certain outfits want to go elsewhere.
When you stop seeing enemies elsewhere, and you start to wonder where did everybody go. That's the place everyone gravitates towards since its the most lucrative/fun place to be.
Boomzor
2013-01-24, 06:20 AM
I believe it's due to the leader cert "request reinforcements"
Sometimes it's not removed/updated after the fighting there has moved on so you do end up in a ghost town.
psijaka
2013-01-24, 07:26 AM
Like this addition a lot. I redeployed a couple of times last night to some good action.
No doubt some fine tuning needed but overall a good addition to the game.
Bloodlet
2013-01-24, 09:06 AM
I'm pretty sure the determination for where reinforcements are requires stems from how many enemies and allies are in a given area. Just like when you mouse over a territory and see a range from "No Activity" all the way to "Enemy Platoons Detected", the enemy gets the same sort of indicator depending on how many of your faction are in that area.
Based on the discrepancy of attackers to defenders probably determines what areas need reinforcements and show as a spawn option.
Bocheezu
2013-01-24, 02:08 PM
It has added some interesting dynamics already, as certain hexes that are usually ghost caps become absolute war zones. On Mattherson, there was a big TR/NC battle at Howling Pass that lasted over an hour, which is a place I'd never seen an opposing player at previously.
Turns out Howling Pass is really hard for TR to capture if NC defend it, due to the one-way jumpads that go from the upper level to each tower. Took us TR forever to control the towers so we could keep the B and C points long enough to capture the base. The base flipped without us ever getting to the A point on the upper level.
Big battles in general just seemed a lot easier to come by and I don't remember having a true ghost cap at all yesterday.
ShadetheDruid
2013-01-24, 02:15 PM
The only issue i've had so far is that it seems to overwrite the ability to redeploy to the warpgate sometimes (ie. not giving you the option to do so at all).
I've only seen it once, so i'm not 100% sure it's related to the new system. Anyone else had that?
Bocheezu
2013-01-24, 02:23 PM
The only issue i've had so far is that it seems to overwrite the ability to redeploy to the warpgate sometimes (ie. not giving you the option to do so at all).
I've only seen it once, so i'm not 100% sure it's related to the new system. Anyone else had that?
The option is still there, but you have to scroll down the deployment list. Only the places showing on the current list will show as green dots on the map. As someone who never looks at the actual list and just clicks on the green dots, it confused the hell out of me at first as well. I don't understand why the warpgate isn't always on the list by default.
MrBloodworth
2013-01-24, 02:34 PM
I have slight reservations on how it impacts troop movements. The game already features assault from all possible directions at all times. Though, for many, im sure this feature is helpful. So, I'm torn.
ShadetheDruid
2013-01-24, 03:45 PM
The option is still there, but you have to scroll down the deployment list. Only the places showing on the current list will show as green dots on the map. As someone who never looks at the actual list and just clicks on the green dots, it confused the hell out of me at first as well. I don't understand why the warpgate isn't always on the list by default.
Ahh, ok, thanks. Yeah, I always go for the green dots rather than the list too. :p
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