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Old 2013-05-03, 11:59 AM   [Ignore Me] #16
Snoggy
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Re: TR population


Lot of it has to do with a lack of large outfits with good leadership... aka.. we have none... at least to the likes of the NC. Though I have noticed a large number of players leaving old useless outfits and joining the likes of MERCs, TXR, FIST etc, which is a good thing. Need competent leaders, especially active leaders. Really like the way the TTA is forming up with its new tactics.

Lot of people like to bash the NC, but really, numbers have its own quality. If you can throw 200 players at an objective... you're going to win. Doubt me? Read your history books.


Won't comment on the details of the effectiveness of TR outfits.. But unless you are in HFA, TXR, MERC, FIST or OXR... no one's going to really pay you much mind. TRG and SWAT are fairly similar to 666... in all respects.
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Old 2013-05-03, 01:58 PM   [Ignore Me] #17
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Re: TR population


TR Connery doesn't have any large or organized outfits? are we talking about the same server here?

http://www.planetside-universe.com/o...ry&members=192

Take an outfits member count, and multiply by the K/D or xp/min. That is an effective measuring tool when comparing an outfits effectiveness on the field.

I don't get why people don't give 666 more credit. For having one of the largest outfits in the game, they run a solid K/D and score per min. They're also pretty damn organized. You gotta give credit where credit is due. If you want to talk about awesome smaller killwhore outfits though, HT and GOLD is pretty sweet. That's been the NC thing since the days of PS1. Hell, HT has been around as long as anyone.

This week the population has stabilized a lot, and the latest patch did a lot of good. And pound per pound, I've always felt the TR consisted of good players. The ones in outfits, anyways. Can't say that about the pubbies, but that's every empire's problem.

The stat's show the TR run really effective medium sized outfits and one good large one. R8 is our TR zerg outfit, and their stats are abysmal. TRG is the next largest, with one of the most solid set of stats (yah I know that's my outfit).
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Last edited by Sardus; 2013-05-03 at 02:18 PM.
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Old 2013-05-03, 02:41 PM   [Ignore Me] #18
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Re: TR population


Our stats are solid when you consider all the fat we have to trim. I've looked at it a few times and have found too many inconsistencies to reliably do it. Even in game, the outfit menu shows incorrect BRs at times. I am developing a list that double checks members here and on the official site. "The Culling", coming soon. We don't really care much about the stats, all our averages are skewed anyways because we don't just chase farms 24/7. Our "scores/per" for instance is diluted by training times and such. I'll be cutting all the members who checked out PS2 for a couple of hours and never played the game again.

As for giving us credit, hey, don't care. We do what we do and haters are gonna hate. A lot of outfits rub each other off and put down others. We don't do that. We're here to represent NC, fight the good fight and we appreciate all of the player base - even our opponents. After all, how fun would the game be if we had no one to shoot? All the lip is comedy though when you consider that most of the outfits in the game invite players they see with no outfit tags and we have never done this in PS2. Everyone in this outfit chooses to be here, filled out an application and then followed procedure to join in game. We're organized, we hold 8 training courses a week for members who wish to become better and we're more active than any other outfit I see. I cannot find one, so if you know of one, please post a link.

As for the OP, we will always see pops go up and down, but TR is the highest popped at times, just like NC.
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Old 2013-05-07, 08:24 PM   [Ignore Me] #19
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Re: TR population


lost all of our 4th faction players, and they aint comin back
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Old 2013-05-08, 12:30 PM   [Ignore Me] #20
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Re: TR population


Originally Posted by Sardus View Post
TR Connery doesn't have any large or organized outfits? are we talking about the same server here?

http://www.planetside-universe.com/o...ry&members=192

Take an outfits member count, and multiply by the K/D or xp/min. That is an effective measuring tool when comparing an outfits effectiveness on the field.

I don't get why people don't give 666 more credit. For having one of the largest outfits in the game, they run a solid K/D and score per min. They're also pretty damn organized. You gotta give credit where credit is due. If you want to talk about awesome smaller killwhore outfits though, HT and GOLD is pretty sweet. That's been the NC thing since the days of PS1. Hell, HT has been around as long as anyone.

This week the population has stabilized a lot, and the latest patch did a lot of good. And pound per pound, I've always felt the TR consisted of good players. The ones in outfits, anyways. Can't say that about the pubbies, but that's every empire's problem.

The stat's show the TR run really effective medium sized outfits and one good large one. R8 is our TR zerg outfit, and their stats are abysmal. TRG is the next largest, with one of the most solid set of stats (yah I know that's my outfit).
Its always enjoyable pitting ourselves against bigger outfits like TRG or when the TTA is rolling together, sometimes we have to Platoon up with the rest of the ARA (GOLD, X, MDG, and sometimes HT) to match numbers and that gets real exciting and lets us do what we're good at (though all our /suicides don't help our overall K/D, but helps us respond faster).

I'm glad the pops have stablized a bit though, we'll see how that goes with any new changes coming in.
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Old 2013-05-09, 06:12 AM   [Ignore Me] #21
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Re: TR population


Originally Posted by snafus View Post
I may have team killed an RT guy last night just becuase
Its rather annoying saying over Prox/Squad hey dude I need heal/repair or something and they dont do squat "You properly dont even speak english do ya" still doesnt respond, that part I do find funny.
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Old 2013-05-09, 08:20 AM   [Ignore Me] #22
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Re: TR population


Originally Posted by Koadster View Post
Its rather annoying saying over Prox/Squad hey dude I need heal/repair or something and they dont do squat "You properly dont even speak english do ya" still doesnt respond, that part I do find funny.
Its really annoying when they have a crappy AMS spot and don't understand that we want them to move.
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Old 2013-05-12, 06:17 PM   [Ignore Me] #23
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Re: TR population


Originally Posted by snafus View Post
They generally come in waves from what I see. Seems when the hack sites release new versions all the low lifes use them until SOE can adapt to it. Guess it will be a continuous cycle.
You're right. I think I spoke to soon because a few weeks later I started noticing more of them. A LOT more.
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Old 2013-05-19, 12:03 PM   [Ignore Me] #24
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Re: TR population


To hijack this thread in the opposite direction of the same topic. How about 'dem TR having over 50% the alert populations the past week?
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Old 2013-05-19, 05:33 PM   [Ignore Me] #25
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Re: TR population


Originally Posted by KesTro View Post
To hijack this thread in the opposite direction of the same topic. How about 'dem TR having over 50% the alert populations the past week?
Ya was kind of weird. Guess we got all the 4th faction tards for now. Still prefer the south East warp gate, flyers paradise.
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Old 2013-05-19, 06:20 PM   [Ignore Me] #26
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Re: TR population


North warpgate.
Enough said.
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Old 2013-05-19, 10:13 PM   [Ignore Me] #27
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Re: TR population


North Warpgate isn't doing TR to much good, or maybe we're not capitalizing on it's benefits enough? It has the most territory so we get the most resources to spam stuff, and it's mostly all flat land so we can maximize the use of Prowlers, but that's where the advantages ends IMO. In any case what good is the North Warpgate to be used to take over a continent when the Alerts get in the way every single time we come close to capturing the continent?

Commissar Hats I think is a band-aid solution to balance out the population, give us hats and it will sway some players to swing TR? for how long?
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Old 2013-05-19, 11:19 PM   [Ignore Me] #28
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Re: TR population


I still think the game needs to lock out your account to the faction you choose to play for an hour after log out or completely lock you out of other factions during alerts. That ought to stop some fourth factioning during alerts at least, or people swapping over to TK sundies real quick.
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Old 2013-05-19, 11:28 PM   [Ignore Me] #29
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Re: TR population


Originally Posted by KesTro View Post
I still think the game needs to lock out your account to the faction you choose to play for an hour after log out or completely lock you out of other factions during alerts. That ought to stop some fourth factioning during alerts at least, or people swapping over to TK sundies real quick.
Ya won't cure the problem but it will stop some of the shenanigans that go on.
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Old 2013-05-20, 12:25 AM   [Ignore Me] #30
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Re: TR population


Originally Posted by KesTro View Post
I still think the game needs to lock out your account to the faction you choose to play for an hour after log out or completely lock you out of other factions during alerts. That ought to stop some fourth factioning during alerts at least, or people swapping over to TK sundies real quick.
No, it will screw up my passive cert farm.
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