Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: I am not a crook.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2013-06-26, 11:11 AM | [Ignore Me] #1 | ||
Sergeant Major
|
First off I am on Connery, your server may vary.
Since the Alerts have been instigated I have seen about 20 of them. Of the 20, TR (which seem to be disfunctional on Connery when I am on) have won 1 - yes one. (I play evenings generally around 8pm PST). Heres the problem. Especially recently, we have been getting a lot of Biolab alerts, so the VS gal rush the biolabs and quickly take them. Its a good strategy, but for the next 2 hours, virtually every VS is camping the biolab, and virtually no biolabs exchange control. So what does the TR do, surround the biolab an sit in the teleporter rooms just farming points - its lucrative, but again boring. Even when we do get a decent alert, like capturing a continent, Theres a big push, it gets about half way then it turns out to be a stalemate. TR push north because they refuse to admit there is an eastern front, they get all the way by the NC warpgate, then the VS who seem to only care about TR get by our warpgate. Maybe its the fact that the TR simply zerg when I am on, but it seems like the alerts, especially when its hold x facilities, turn into a camp-a-thon. Anyone else seeing this? |
||
|
2013-06-26, 11:17 AM | [Ignore Me] #3 | ||
Sergeant Major
|
I wish the problem was just the biolabs, it seems all bases can be camped when no other territory means anything. Cram 2000 people into 6 territories seems to be the issue. big battles, yes, but alerts ruin the effect of using other territories. Its like there are maybe 10 locations I see every night. If I go anywhere else I am ghost capping.
|
||
|
2013-06-26, 11:24 AM | [Ignore Me] #4 | ||
Contributor Major
|
It's the problem with making the goals of the game based on individual bases rather than the entire continent. The problem is that the continents are irrelevant and there's no harsh penalties for losing them and small incentive to take them. In the end this issue comes back to a really shitty resource system that has no depth. I find it so strange that the creators of this game are in love with games like Starcraft, which are completely based around resource systems that drive the game. Yet they went and made a game that has similar strategic themes and completely skipped the resource system.
|
||
|
2013-06-26, 12:13 PM | [Ignore Me] #7 | ||
Captain
|
The alerts are fun on Woodman, the VS outfits actually work together taking and securing what ever the goals are for that alert, and if they need reinforcments they usually get it. We also get alot of domination wins on Woodman as well. And I dont want to hear about how bio labs are sooooo defendible, we took one this sunday from the NC and all I got to say is it took the whole damn two hrs to get it. But here is a hit to taking bio labs, FORGET ABOUT YOUR K/D RATIO. If you worry about that all the time you will loose a fight for sure. Push out of the damn spawn room, use max crashes, grenade, concusion grenades work awesome to. Believe me once everyone forgets about K/D ratio, and trying to get the most kills, fights will get alot better.
|
||
|
2013-06-26, 12:22 PM | [Ignore Me] #8 | |||
Sergeant Major
|
Still if it took you the whole 2 hours to get one biolab, how did the other 5 go? At least on our server last night, half the biolabs were taken within 15 minutes, for the full 2 hours nothing changed hands, except maybe one. VS didnt get a dominating victory but they won. TR and NC turtled up on their bios as well. It was as if everyone was afraid to leave. |
|||
|
2013-06-26, 01:34 PM | [Ignore Me] #9 | |||
First Sergeant
|
Alerts are not as fun for many on NC or TR if u try winning them on woodman. You win pretty much every alert from what I see and ur side is allways well presented around the clock http://sirisian.com/planetside2/popu...factions=false since the 4th empire started moving to VS on Woodman after GU10 ur side is allways the stacked one so u can easily get more reinsforcements anywhere, I just keep on telling my squadleader who's requesting reins that we ARE the reinsforcements. Some people should realize that fighting against 1000 with 800 means ur not gonna have that extra 200 to call for help. Heck last sunday VS had 5-6 full platoons more people than NC/TR. That's a massive advantage and since nobody wants to lose the alerts, the sides get even worse as NC and TR players just go off and switch to their VS character so they can reap the benefits. Wish SOE did something to this. Last edited by Vashyo; 2013-06-26 at 01:38 PM. |
|||
|
2013-06-27, 03:31 AM | [Ignore Me] #11 | ||
Sergeant Major
|
I generally enjoy the alerts - it's nice to have some variety in objectives and it makes you feel like you're really competing for something for a change - rather than just pointlessly grinding.
On Cobalt, the VS are pretty variable when it comes to alerts. Sometimes I'm proud of how capable and organised we are, even with inferior numbers, and other times I find myself shouting at the screen, wishing all the idiots would stop camping irrelevant bases and come and actually help where they're needed. TBH Cobalt seems a well-balanced server most of the time - good fights without any one faction dominating, and I think that often shows the game in a better light. Certainly when I play my alt on Miller, it's a lot less fun because the VS seem noticeably underpopulated there. |
||
|
2013-06-27, 07:46 AM | [Ignore Me] #14 | ||
First Lieutenant
|
I concur. The old alerts were great in that they move the population around and made a continent pop lock for an even fight. With the facility alerts, the most populous win every time. When its cap all facilities of this type, on this cont, VS just takes a quick 10k on connery.
Kill the new alerts. That is the solution. |
||
|
2013-06-27, 07:46 AM | [Ignore Me] #15 | ||||
Captain
|
|
||||
|
|
Bookmarks |
|
|