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2012-12-30, 06:11 PM | [Ignore Me] #361 | ||
Contributor Staff Sergeant
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I just want to pose a couple of questions to the community as a whole. If anyone is offended by these questions, I apologize in advance.
1) What exactly is the operational definition of a Zergfit? It seems that some large outfits are zergfits, while others aren't. How does one define Zergfit? 2) In an MMO/FPS where it is strictly PvP, how come so many players get dysregulated over the "size always matters" concept. One of the main draws to PS2 is the fact it isn't instanced small squad combat. It appears that PS2 is trying to offer something different from the status quo which is a good thing. 3) How do we know that small changes designed to assist small outfits won't have revenge effects that large outfits may actually benefit more. 4) To piggyback on question 3, what can small outfits do that large outfits cannot do? Reason being is that I am in a medium sized outfit, we are selective of our outfit members, and at the same time we will open our squads to the public save during ops nights. We have 3 capped Waterson a few, and have held indar for the past 2 weeks with strong coordination amongst other outfits on Waterson. Is Waterson simply Zerg free? Because we have come across large forces before. Or do we as an outfit and as alliance, have enough skill and tact to compete against large forces, by adding both quantity and quality to our forces. Sentinels experiences a large amount of success, yet we don't have 1600 members. there are times when we do get smacked as well, but for the most part when we want to take something, we find a way to do it. I am just curious what separates us from those outfits who are around the same size and may not be getting as much success. I mean I get that large outfits can sometimes be frustrating for smaller ones, however if they truly are without skill, than a semi-organized small outfit alliance should be able to conquer them quickly. The Zerg is fickle, and I find that they are easy to break if you can smack down a few waves. Last edited by FireWater; 2012-12-30 at 06:13 PM. |
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2012-12-30, 06:27 PM | [Ignore Me] #362 | |||
First Sergeant
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2012-12-30, 06:32 PM | [Ignore Me] #363 | |||
Major
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Or that new one, OMAD I think is the tag... |
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2012-12-30, 07:01 PM | [Ignore Me] #367 | |||
Private
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It is a shame because you can bring together some of the largest forces on the server and the TR zerg / aircavs move along unchecked. I run in one of the largest ( if not largest ) VS outfits on Connery and we routinely butt heads with you guys. Its the same thing every time, throw a few full galaxies of guys at a point and hope it sticks. |
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2012-12-30, 07:01 PM | [Ignore Me] #368 | |||
Contributor Staff Sergeant
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I get what you are trying to say, but my question was "what makes a zergfit a zergfit" Quite frankly, I've never seen either of those outfits pose a significant threat to the Vanu. |
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2012-12-30, 07:06 PM | [Ignore Me] #369 | |||
Private
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2012-12-30, 07:08 PM | [Ignore Me] #370 | |||
Private
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2012-12-30, 07:17 PM | [Ignore Me] #371 | ||||||
Master Sergeant
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Larger outfits will most of the time not fit together, having a way smaller close knit core and a lot of fat to burn, without reliable members, imo. |
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2012-12-30, 07:25 PM | [Ignore Me] #372 | |||
Private
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2012-12-30, 07:30 PM | [Ignore Me] #373 | ||
Master Sergeant
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I read all posts on all 25 pages before posting. A Lot of good information presented. Thank you all for a good read.
I runs a small Outfit on Mattherson. We field no more the 24 people, are coming up on 50 members total, but we are growing through a lengthy selection process. Some of us are former Military. Every member is given training and has to meet certain requirements. Huge Outfits do not bother us, as usually we don't try to fight them all at one time. We choose the where, when, how to attack them. We "break contact" when their mass becomes greater then our ability to fight them which happens rarely. We usually accomplish our objectives before the zerg get there, but even when they are there, we pick smaller objectives to accomplish within high contested areas. We are Rapid Deployment Infantry most of the time. We have developed the Overcome, Adapt, Improvise Mindset to the Current Rules of the game even though we believe that some of those rules are broken. All members Are light Assault first, but have other class secondaries that they specialize in. We adapt as a group to fight the battle as it changes on the fly. We offer other small Outfits the following ideas and answers to Malorn's post. Originally Posted by Malorn* * Do resources need a bigger role? (in theory, a small outfit can better do resource denial with small territories) Resources do not hinder us as all resources of every member belongs to the Outfit. If a dedicated Vehicle Driver/Pilot needs a vehicle, and does not have the timer or resources to pull it, another member pulls it for him. This allows us to stay on Gate camped planets longer, providing a fight for the enemy holding them there till other TR reinforcements arrive. We attack enemy resources on a regular basis. * Does territory capture need to be slowed down to allow for response, regrouping, and to wear down a zerg? Because we are usually one of the 1st Outfits to an objective, We usually have to wait for the bigger outfits to get there, we have noticed, at least on Mattherson, that the percentage of NON Outfit players to an objective is not as great as the percentage of Outfit players. And in fairness to the larger Outfits they usually get there near the end of the cap. We usually have our meager numbers spread out on all cap points. * Does defense need to be more rewarding XP-wise? Our Outfit attacks bases that are being taken from TR, we don't stay after a base is capped. We play the Attack Role 95% of the time either on enemy territory or against attacking forces. * Do vehicles need to cost more resources to help reduce spam? To an outfit like mine it would not make a difference. * Do deployment options need to be reduced to encourage more natural concentration of force? (I'm thinking PS1 here where you had 3-4 options on where to spawn and it kept forces together so you weren't steamrolled as much and opened up opportunity for small outfits to avoid the concentrations) With the current game mechanics we do not have any problems re-spawning in the same area. When we do run out of spawn points we head back to the warp gate. The Galaxy is our main transportation, but we do use other vehicles as well as the war dictates. In PS1 we could travel with 15 people in one gal, but in PS2 that number is cut down to only 12. I would like to see the seating increased to 14 people so I could drop 3 Fire Teams from one Galaxy and leave a 2 man crew in a gal to fly/defend it. The Fire Team is the smallest fighting unit the US Military. We use TS3 as our choice of communication, as we run multiple channels for our teams, unlike some outfits that have 50 people in one channel. We use a decentralized leadership, and allow independent teams to be in control of their assault, with Squad leaders only providing an administrative role to provide Spawn beacons for their fire teams. To combat possible infiltration by NC or VS members to our Outfit, we do not use way points. We use an extensive whisper system that allows Team Leaders to communicate much like the Military does in Real Life. We don't micro manage our people. Every one learns their job as wells as everyone else's in the their team. You have to be a proven leader to be a leader. We belong to an alliance that started in PS1, and continues today in PS2. We communicate with them via forums, Command Voice Chat, Leader chat, and /tells and in formal events through the TS3 ability, to allow separate Outfit TS3 Servers to cross communicate. To Malorn, I would say to tell Higby, That this is a War Game. You said Outfits were gonna be like the 101st. There are less Outfit tools in this game then there were in PS1. You have built a game with limited structure. You need to fix that as a priority. Outfits are a community within the community. Your BR Military Rank system is wrong from the get go. You created a military game but you take the privilege of giving Rank to its members away from the Outfit. Pretty soon you will have generals running around everywhere. And you mixed Military Services to boot. Outfits use Military Rank structure or something more then the 5 choices (slots) you have given us to work with. And while my TAG is nice, and would like to keep it, I would pick having my whole Outfit name up over every ones name over the TAG. People belong to the Outfits, not to the game. People play the game. People want to belong to something more then just the game or a faction, and PS2 has failed in providing all the tools to make it happen. PS2 servers the solo player. There was more team work in PS1. You can't sort Outfit information, you can't even see the date that someone joined. You can't even seen all the members in a platoon. Thats pretty sad. But hey I digress. The game is still fun, and we will as an Outfit work around the obstacles you have given us. There is my two bones. DOGs don,t use cents.
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OL - Dangerous Operations Group {DOG} "There is NO "I" in Teamwork" DOG SLOGAN - "It's not the size of the DOG in a fight, it's the size of the fight in the DOG" DOG BATTLE CRY - " Cry 'Havoc,' and Let Slip The DOG's OF War. " And Hamma I see the VS and the NC have infiltrated your board. So the TR will have to kill them all and make them the yellow bastards they are |
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2012-12-30, 08:00 PM | [Ignore Me] #374 | ||
Second Lieutenant
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Personally, I love zerg outfits. [Definition - Zerg outfits are groups that have lots of members but don't have strong leadership. The battle commander might order platoons 2 and 3 to "Take Tawrich" but the platoon/squad commanders are ineffective at actually carrying out those orders, they have little or no strategic or tactical knowledge of what they're up against - whatever.]
The point is that zerg outfits (in my definition) bring lots of bodies to spawn rooms below my liberator. That - in turn - means that at my peak, I'm getting 1.8 kills per shot. Not 1.8 KDR, My KDR is like 100+. I'm talking about Kills per Dalton round. Just a smudge of organisation would mean my libfarming would simply stop! And it's not like what I'm doing is novel or rare. Personally when I'm footing it, I expect to be libfarmed for a few spawns before I go somewhere else. So, huge outfits right now are awesome. If they start doing training days and instituting SOPs, then the game will change. I'll give it a few months and then all the temporary zerglings who are "trying out the game" will fade away and all the serious players (who on my server seem to always be away from Indar) will be able to play it in the spirit of PS1. |
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2012-12-31, 12:21 PM | [Ignore Me] #375 | |||||
Contributor Staff Sergeant
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We won't. But it will benefit more organized outfits (which have a tendency to be smaller outfits) then larger outfits, with too many players to rigorously control.
The reason I am bringing this up and kind of being a pain in the ass is that when developers ask for feedback, I want to be more than just "large outfits ruin my fun". This game is an MMO FPS, which in my opinion stresses the FPS more than the MMO. What I am curious to see if all of the smaller TR and Vanu outfits that are on the same server can ban together to break the zerg (if they are true zerg) we will find out a couple of things. 1) It truly would be the numbers, if you have comparable numbers on the side of smaller outfits that are bound together by alliance, vs one very large outfit and the alliance wins, then we can determine that the large outfit is only useful because of their numbers, and not the quality of their firepower. 2) If the alliance loses (i.e. status quo remains), and numbers weren't an issue, than I think each outfit/player might have to do some "soul searching" to figure why they are not getting the success that they feel they deserve. 3) We would find out if it is better to have one hive mind, or several different outfits that share a common goals, but how they reach that goal is up to them. So in other words the "what" is the same and the "how" is different. Or if there will be no difference at all and there is just preference. For example, we are having an Ops night vs. Brit this Friday. It will be our alliance vs Brit (as best we can do it, as there are no instances in PS2). I am eager to find out a few things. First, the first time I even saw BRIT was the other night when Sentinels were having a skirmish with them. (I killed TotalBiscuit 4 times w00t w00t ) Also if they are as large as they say they are, I am wondering myself how the alliance will do in an Ops vs Ops scenario if you will. Which will be difficult to ultimately determine as we can't control who gets involved in the fight, and for all we know NC can try to smash what we will be fighting over. However I think it will be a great time, and I am curious if our united but independent outfits can compete against 1 large outfit. And if thats the case, perhaps that for now, smaller outfits can solve the "zerg" problem socially, rather than depend on the developers to make changes that may not even work anyway. |
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