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2014-04-21, 05:23 PM | [Ignore Me] #1 | ||
Sergeant Major
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With all due respect, your entire post is a strawman. That the other bases are poorly designed has no bearing on the quality of Biolab fights, which is low. That armor zerging is a problem with other bases is irrelevant to the quality of Biolab fights, with is low. None of the design of the other bases has anything to do with the fact that Biolab fights are repetitive and that the only way for an attacker to win one is to simply hurl as many people at the entrance as possible until the defenders get overwhelmed and fall back. There's nothing strategic or interesting about that kind of finding, and it's a good example of what happens when a base is too defensible. Yes, defenders should always have the advantage in a base, that's why it's a base after all, but its poor design when the *only* way to win a base is to play "into the breach" and make it a war of attrition.
I've played with the best outfits on Connery and Matherson. The quality of the outfit doesn't matter. The only thing that matters is how many troops they have how strong their resolve to take a base is. That goes for both attackers and defenders. Last edited by BlaxicanX; 2014-04-21 at 05:26 PM. |
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2014-04-21, 05:26 PM | [Ignore Me] #2 | |||
Private
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not gonna judge ,but by looking at your kd, and knowing you think a bio lab is a war of attrition makes me think you should look for a some new outfits to joinThe outfits i played with really didnt have any problems taking labs. all the other bases were a waste of time and money.Bio labs are the only bases they got right, Last edited by Cruciall; 2014-04-21 at 05:30 PM. |
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2014-04-21, 07:00 PM | [Ignore Me] #3 | |||
Corporal
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I'm an NC Max centric player .. and I avoid biolab fights as they are stale .. and rather boring. Thats coming from a class that should normally dominate .. and love these fights for stat padding .. but honestly its just boring pouring bullets down an alleyway waiting for other idiots to walk into a line of fire. The Biolabs are FAR from the epitome of awesome, but they have their place in the game, and while I'll happily fight in/for one, I'd also happily avoid it. |
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2014-04-21, 07:57 PM | [Ignore Me] #4 | ||
First Lieutenant
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Really, so people with low K/D automatically have invalid arguments on that topic? That's one way to make a community hostile. What about medics and max engineers? They probably die a lot more than they kill in those fights, and yet without them the whole defense falls apart. Its not even a battle of attrition, there are no tickets or limited lives. Bio-labs are fights where the winner is that one with superior numbers, more maxes, and more bullets (lazers?) in the air. Its simply a human wave. Attrition implies that the enemy can be worn down by significant losses.
Whether or not an argument is valid, don't tell someone their argument is invalid because of their stats. Lets not get the COD mentality going. |
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2014-04-21, 08:55 PM | [Ignore Me] #5 | |||
Private
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2014-04-21, 09:00 PM | [Ignore Me] #6 | |||
Private
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we dont drop on a base unless we are outnumbered,cant see playing this game any other way. i see your from connery, lots of good outfits over there, you should join one of them on op night and see how they do it. Last edited by Cruciall; 2014-04-21 at 09:06 PM. |
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2014-04-21, 09:19 PM | [Ignore Me] #7 | ||
First Lieutenant
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I never said that you have to have population, just superior firepower. Medics and engineers act as force multipliers by keeping people in action. Attrition means is about killing your opponent to the point where it drains them. Bio-labs are about keeping as many people in the fight as often as possible to maintain superior firepower. Basically, its two walls of bullets trying to push each other back. Basically kind of like this.
Some outfits have very high standards, and good for them. I just don't want this to be a community that tears people down for not having good stats. That's toxic. Community is the only thing keeping some people in this game. If the community goes sour, then kiss planetside goodbye. |
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2014-04-21, 09:41 PM | [Ignore Me] #8 | |||
Private
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I agree, and i was not judging him based on his stats,but i was calling him out about playing with good outfits.most top tier outfits require coms ,working headset, 18+ br 80+ 2.0 kd atleast, dose not matter if your support or not. Im sure blax is a great new player and hes learning fast, when i started i was running a 0.5 0.6 kd, but it comes in time.I average 2.5 to 3.5 kd these days, infantry only. i wasnt trying to tear anyone down, me stating that bio labs are the only bases they got right is just my opinion. I assume some people enjoy the armor and air spam tactics that happen at every other base. ya know, get tones of armor and air to shoot the point and the spawn room. 90% of the bases in the game are like this sad to say.well maybe less now, they have done alot of work to prevent the spam.they should just put a dome over every base . they had it on test ,and the armor and air guys started to rage..... they were worried that the domes would prevent them from getting any kills ever again lmao Last edited by Cruciall; 2014-04-21 at 10:01 PM. |
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2014-04-22, 05:20 AM | [Ignore Me] #10 | ||
Major
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You really can't use K/D as an argument. In a game where heals stop deaths happening and the "hero" medics often don't get rezzed when they stick their necks out to save others (could say the same for engys)
The other end of the spectrum is that people with high K/D's are often cowards who use lame playstyles to save their K/D, even though they are good players. Example, on Miller server i shot a particular high ranking leaderboard NC reaver down only for him to bail out as a light assault and hit redeploy. To me that is lame being that afraid to die in a game to protect a stat. You go down with the ship. Last edited by PredatorFour; 2014-04-22 at 05:21 AM. |
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2014-04-21, 10:38 PM | [Ignore Me] #11 | ||
First Lieutenant
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No. I'm saying they are NOT battle of attrition! lol.
They reason a fast attack works is because you hit them so damn hard, so damn fast, that they can't react and you put them in a position they can recover from while you have all the momentum. Maybe that's a better term to use. Its all about getting the momentum of battle on your side. The picture still works. Its just that you are engaging so rapidly that they start on their back foot. As soon as momentum is broken, its all about keeping power on the line. You can try to make a push to regain momentum (most commonly as MAX crash or a LA blitz). Its not attrition because the number of dead doesn't matter. No one is going to wear down because of losses. I think we are in agreement but are having communication issues. Last edited by Dougnifico; 2014-04-21 at 10:40 PM. |
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2014-04-22, 02:41 PM | [Ignore Me] #12 | |||
Private
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First and foremost, you need to capture 2 outpost....2 ,has to be 2, if this means you need to fight down another lane before you can make your move into the bio lab then you have to do it."most cases it dose" they also have to be on different sides of the biolab,"its not always a outpost that you can capture due to links".In this case you will use that base as a staging point, weather you own it or not.....This forces the enemy to split its defenders. Next ,from your week side"the outpost or base from which plan to you push your diversion in from" you telegraph a max crash, or very large zerg push ,and cause the enemy to over shift." very common mistake".The idea of this push is to make lots of noise and draw lots of fire, you want all these attackers to die.because when they do die they are dropping in on a beacon back on strong side to make a 2 sided push from the air pad and the teleporter room. Next,the 2 sided push from your strong side should push in from the weakest location" if everyone is looking at the spawn room then they push from the pad, if they are watching the pad then the first push comes form the teleporter.As soon as they draw fire, the second push follows to flank" from the teleporter or the pad". Once inside the only room you should be concerned with is the gen room.Gen room is a cake walk to hold, so when the gen blows you move for the small building in front of the gen room so you can get eyes on the spawn gen. Never ever leaving the main gen room undefended. This is now your staging point, loss of the main gen room is a lost bio lab. Next, once your setup in the main gen room, and in the small room in front of that,then its time for another push, nade spike the spawn gen room from the small building, easy kills for days, 4 av nades in there and everyone is dead. After that it turns into a simple spawn camp.... you can do this all day everyday.It should take you no longer then 5 mins to take a biolab, but it has to executed fast. Not many outfits or factions can pull it off.Its just one of many ways it can be done. Its a easy win if you have a good outfit thats knows what needs to be done. But then again, you could always just zerg into the breach, and make it into a war of attrition,and hope for the best. But I like good fair fights, so I choose tactics I understand where your coming from and others, its a shitty way to fight in a bio lab, just going non stop until one faction has enough pop to steamroll its way to a win. lol I now love every outpost that is underground on armerish, such good fights. props to cleg Last edited by Cruciall; 2014-04-22 at 03:05 PM. |
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