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PSU: Pull the pin and count to what?
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2013-01-07, 12:06 PM | [Ignore Me] #26 | ||
Master Sergeant
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Please allow me to play devil's advocate...
Avoid it altogether It works. It's a solution I often use myself. HOWEVER, what I WANT is a hard earned fight where I spend my "valuable" resources wisely to counter what I am facing. Avoiding a zerg, which has the large majority of the opposing team's population, is akin to saying, go ghost cap all night. BORING. Make it split I have to say that it is not likely going to happen. Zergs are all about getting XP for taking bases. You can completely cut off a Zerg's location from their warpgate, and they can still move forward and cap more bases without ever needing to turn around. Not to say they won't do it, but you're more likely going to get the entire zerg, than a split. Redirect it towards the other enemy Tactically, this is a losing strategy. Every kill grants xp and certs. You are basically advocating the other two teams to go and get stronger by feeding off each other, while you stagnate. Bleed it dry I don't understand. Zergs almost always conquer continents. That means they gain increased resources and benefits, as well as several more locations to pull vehicles from. The way the maps are designed, a new vehicle is a nearby base away. So how does that drain them? How do they lose their ability to spawn vehicles? The way I see it, as a Zerg slowly dominates a continent, the opposing team population steadily declines, often seeing the zerg have 90% of the population for that continent. This is basically your #1 in action, ie: dont' fight the zerg. By the time the zerg reaches the enemy warpates, there are almost no bases left to conquer and definitely no enemy to kill (in any kind of satisfactory quantity). So the zerg either logs off for the night, or moves to another continent. THAT is why zergs lose steam as they approach enemy warpgates. Ambush it From my experience, Zergs are not just infantry, or just armor, or just air assets. They are an abundance of all of them. You can set up AA nests to counter air and you'll get steamrolled by armor and infantry. You can set up ambushes to take out armor but you'll get steamrolled by Air and Infantry. You can try to set up ambushes to take out infantry.... lol, yeah right. Most zergs only jump out of their vehicles or /suicide/redeploy once a new base has been reached. Start your own Zerg As a zerg forms for one faction, the population on the continent declines for the other two factions. You can form a nice column of armor as often as you want, but zergs influence continent populations such that they are often 70%+. You think you're going to zerg a zerg with your 30%? Assuming they all wait in line patiently while everyone "lines up"? Annihilate it No comment. I think the one thing you fail to account for in your solutions, is human nature. IE: the path of least resistance. It is a nightly occurance to see VS zerging on one continent, NC on another continent and TR on the last one on my server. Why don't zergs ever hop into the same continents and face each other? Make ghost capping give ZERO XP and I assure you people would choose NOT to defend bases when severely outmatched, giving the enemy no XP for their efforts. THEN people would spread out, looking for fights that will net them some benefit. Last edited by Kerrec; 2013-01-07 at 12:09 PM. |
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