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  1. #101
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    You can go wherever you want and plop beacons anywhere under open sky. There is limited point to going much beyond the frontier, though. You can't cap bases, and while you can destroy generators and hack terminals, it doesn't really achieve much, unless your faction is going to be incoming soon, in which case crippling a base behind enemy lines can be very effective.

    So, while you probably won't achieve much, it could turn into a nice fight, if the enemy responds. But they're just as likely to ignore you, since you can't really do any harm there.

  2. #102
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    Cannot help but feel the game was made a lot more boring after they introduced fixed cap times. The battle lines are nowhere near as flexible as they used to be, you cannot punch through with overwhelming force then spread out and cap all the way up to the enemy warpgate before they know what is happening. Seems like it's all a bit too predictable, it's too easy to lock stuff down before anything interesting happens.

    The 'conquest lane' changes (or whatever they are called) cannot come soon enough. They could finally make the fixed cap times actually make sense, hopefully they will liven up the game in the long term as well.

    Always room for more TacGir as well, so long as there are willing leaders.

  3. #103
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    Quote Originally Posted by Skhalt View Post
    Actually I would challenge that. Do we have to hold anything? With the game in the current state, the 3 continents are little more than big arenas, without any notion of persistence since you can't properly boot the others out. Having fun should be the only goal that matters.
    Well, we don't have to but a lot of people do want to. Really though, once the fighting is out at Quartz ridge I fee the lock is pretty secure.

    It just seems there are those 4 bases round that area that are pretty difficult to hold (not impossible since we have held them). As such we seem to take/lose/take them repeatedly in a short length of time (usually the time between alerts). It was more just a general grumble moan than anything.

  4. #104
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    Holding the lock is a question of pride, mostly. The additional bonus to infantry resources is nice too.

  5. #105
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    Pretty excited about the Lattice, myself. Can we get set up on the Test server? I haven't had a chance to play with it yet. Anyone with contacts in one of the TR/NC factions willing to set up an event? The more we test this thing the faster it'll arrive on Live.

  6. #106
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    Think there are regularly scheduled tests on the lattice system. Se Higby's tweets. There's a TVA outfit up on Test that some of us are in. If you register a character there, we can probably fix you up with an invite.

  7. #107
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Quote Originally Posted by Rizlar View Post
    Cannot help but feel the game was made a lot more boring after they introduced fixed cap times. The battle lines are nowhere near as flexible as they used to be, you cannot punch through with overwhelming force then spread out and cap all the way up to the enemy warpgate before they know what is happening. Seems like it's all a bit too predictable, it's too easy to lock stuff down before anything interesting happens.

    The 'conquest lane' changes (or whatever they are called) cannot come soon enough. They could finally make the fixed cap times actually make sense, hopefully they will liven up the game in the long term as well.

    Always room for more TacGir as well, so long as there are willing leaders.
    Spread out doesn't work anymore, and it won't work with lanes. Deciding where to concentrate forces, where to keep a skeleton crew just to delay the counter-push, and working on rapid response constitute the main metagame right now, and will become even more important when lanes are introduced.

  8. #108
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    Quote Originally Posted by Skhalt View Post
    Actually I would challenge that. Do we have to hold anything? With the game in the current state, the 3 continents are little more than big arenas, without any notion of persistence since you can't properly boot the others out. Having fun should be the only goal that matters.
    Uhm, burn the heretic?

    Esamir and Amerish locks don't really matter because they are changing hands so frequently. Indar, however, is our only constant. It's the holy grail of faction warfare on Miller, and losing it would matter. Last time that happened it was a blow to morale, as we didn't manage to retake it for 2 months or so.

    So, i respectfully disagree. The lock has to be defended whenever it is under imminent threat. When it's not, we can do whatever we like.

  9. #109
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Quote Originally Posted by Yargh View Post
    Holding the lock is a question of pride, mostly. The additional bonus to infantry resources is nice too.
    This. It is metagame, a goal that emerged from gameplay, and not set by the game itself. VS have lain claim on Indar, and TR and NC challenge it. It adds excitement to what would otherwise be a repeating set of capture the flag matches. It unites them into a campaign that is meaningful to all factions.

  10. #110
    Secondary Hivemind Nexus The JG Man's Avatar
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    With regards to the fighting on Indar, especially as PL for a bit of last night I have some responsibility in deployment; the problem with fighting on Indar is that it's the only continent guaranteed to have a fight. Many people are happy doing that as opposed to ghost capping (which as also hinted at, is now very difficult to do due to it being timed and very obvious). Obviously the alerts change this, but when you have ~60 people on, as a PL you have to consider whether or not everyone can make it across or not. Last night I probably should've moved us over earlier, but that TR force on Indar would've headed straight to the warp gate with no-one stopping them otherwise. With the only objectives being capture/hold a continent, it was one of the few things I could assure us of doing.

    Honestly, I dislike Indar. I think the map design is poor, the base lay-out is atrocious and the whole map is a slog to play on. I'd much rather fight on Amerish or Esamir, but because of the uncertain numbers, you can never rely on a fight unless there's an alert...which opens up Indar. Hence the situation is very circular. What I would say is that if Indar is in a fine position, don't hesitate to jump ship, but with the warp gate change and a renewed TR presence, holding Indar is becoming something of a concern at the time being.
    Powered by Steam. And biscuits. I'm also a twit and dabble in creative writing.

  11. #111
    Network Hub Skhalt's Avatar
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    Quote Originally Posted by MrEclectic View Post
    It adds excitement to what would otherwise be a repeating set of capture the flag matches.
    Well its excitement-inducing properties fail badly on me I suppose, since that's pretty much how I see things anyway. The Giraffees and good fights are the two things that make me play the game on a nearly daily basis. I couldn't care less what continent we're on but Indar seems badly lacking in the good fight departement since the warpgate shenanigans.

  12. #112
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    Maybe we need to push the Crown more often? I know, I know, sounds like a really bad idea, but it would at least provide a challenge and a goal.

  13. #113
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    Quote Originally Posted by The JG Man View Post
    With regards to the fighting on Indar, especially as PL for a bit of last night I have some responsibility in deployment
    It wasn't a comment on your leadership last night, you led well and kept us busy. It was a far more general comment. I'm not very experienced strategically and don't want to back-seat Giraffe.

    I'm just expressing my feelings when it comes to the Excavations/Coramed/Comm array area. Since its so easy to take you can't make it a linchpin of defence so its not terribly important to hold. At best it serves as a buffer for Quartz Ridge or stepping stone to the biolab. However trying to hold it, or push out against a similar or larger force just lets them duck and dodge to the bases you aren't at and it turns into whack-a-mole.

  14. #114
    Secondary Hivemind Nexus The JG Man's Avatar
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    I know it wasn't a comment on my leadership (and I appreciate the positive comments!) but I was leading, I was directing us to fight in that region, so I thought I owed commenting on how I saw it. I would also say that Excavation Site is quite well defended if you have time to set-up defences. I think that was epitomised last night when we did hold them off for some time and properly swatted their vehicles away like annoying flies.
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  15. #115
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Quote Originally Posted by qaz View Post
    Uhm, burn the heretic?
    Redemption through (disco balls of lasher plasma) fire!

  16. #116
    Secondary Hivemind Nexus WallyTrooper's Avatar
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    First off I'd like to say a big thanks to JGman for last night's epic defence. That was some of the most satisfying 'regular' game play I've experienced in a while - we dismantled a major TR armour zerg = big achievement. As a result of that achievement I barely noticed the scenery though I agree that the game can end up feeling a bit same-y if we don't mix it up a bit. Now that we seem to have enough for more than one full platoon at prime time I think I might suggest tacgir more often. If I did I'd be looking to basically practice squad play rather than 'win' in a conventional sense. Eg using smoke, specialist grenades, NV and close comms would be the achievement rather than taking territory. Would that appeal to others?

    Is also be up for fighting at the Crown more often. I think it may be less of a shooting gallery than it was in February.

  17. #117
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Quote Originally Posted by WallyTrooper View Post
    First off I'd like to say a big thanks to JGman for last night's epic defence. That was some of the most satisfying 'regular' game play I've experienced in a while - we dismantled a major TR armour zerg = big achievement. As a result of that achievement I barely noticed the scenery though I agree that the game can end up feeling a bit same-y if we don't mix it up a bit. Now that we seem to have enough for more than one full platoon at prime time I think I might suggest tacgir more often. If I did I'd be looking to basically practice squad play rather than 'win' in a conventional sense. Eg using smoke, specialist grenades, NV and close comms would be the achievement rather than taking territory. Would that appeal to others?

    Is also be up for fighting at the Crown more often. I think it may be less of a shooting gallery than it was in February.
    I'd certainly be interested in something like that. And I agree, after capping everything, defending everything, losing everything and then recapping everything, exploring other game styles is the only way to keep this game challenging.

  18. #118
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    After the filming session yesterday, we went TACGIR, and decided to help out on Indar. We tried to go to TI Alloys first but there were ok many friendlies there so we ended up driving up to The Crown. Had a pretty decent fight going there until I had to log off.

    anyway, I'd be very happy for some more tactical play!

  19. #119
    Last night I was PL for a few hours. I felt that we did well, pushing back the TR on Indar during the Alert and then valiantly tried to stop/delay their lock on Esamir. Very proud of the teamwork displayed and how well the squads worked in the casual set up.

    I just wanted a bit of feedback relating to our assault on Quartz Ridge. We were there for a very long time in a stalemate, which was probably made worse by lag reducing the viability of Sundies (almost impossible to heal them, so couldn't be brought in). We did an important job stopping a TR alert steamroll. Were those involved happy to be there for so long, or should we have gone elsewhere and tried something different?

  20. #120
    Activated Node Socroft's Avatar
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    AAR: 17/5/2013, evening.

    Squad leader Socroft reporting.

    So, today command asked if anyone was interested in being in a dedicated air squad, and I've been thinking about one for a while so I signed up. Once the squad was together we tried to figure out who would SL, and I'm a sucker for volunteering for things despite being super underqualified so I decided to give it a go. It was my first time squad leading. Delta Squad was formed with a dedicated channel (shout out to Bazzabat for excellent job RO'ing) tasked to Do Stuff in the air.

    WHAT DID WE DO: Pulled a mixture of scythes and libs where possible and supported main platoon's war on Esamir. Mostly the action centered around The Pit and Frostbite Harbor, an area I ended up thinking of as Clusterfuck Canyon due to the ludicrous amount of armour, air, anti-air and anti-anti-air present to make life difficult for us. Our mission was to support the main platoon (or 'boots' as I decided to call them). Our goals were the following: 1) maintain air superiority and chase off hostile air 2) spot and neutralise hostile sunderer pushes 3) spot and suppress hostile armour. After the alert expired we moved north and transitioned to boot mode to retake and hold Haven outpost, which we managed due to the timely intervention of a massive allied zerg. To finish up the evening we were recalled to Indar where we split from the main platoon and headed north to secure Quartz Ridge, which was the site of much tense close-in fighting. By the time that was secure (several repulsed gal-drops later) I decided to go to bed and as a final hurrah to suicide my team gloriously into the guns of Indar Excavation; unfortunately the friendly zerg turned up at the same time and I was forced to stick around until we took it. Success!

    WHAT DID WE LEARN:
    1) All of Delta Squad were amazing and it was an absolute pleasure to fly with them, note 2) notwithstanding. If I had realised the evening would be so awesome I would have written down everyone's names to recommend them for commendation but I did not and therefore will mention noone specifically because I will miss people out. If you were in Delta, pat yourself on the back.
    2) I am a bad squad leader and an even worse Liberator pilot. Keeping track of multiple things is not a strong point and even less so when those things are moving quickly / trying to kill me / on fire / all of the above.
    3) Coordinating air is super hard. We managed to keep most people in the air by rotating dead scythe pilots into 2-man liberators, but even so trying to coordinate a force that shifts power and makeup constantly is difficult even without that force being scattered over a wide area and vulnerable to many threats. I have lots of ideas on how to improve this and what to work towards to make this work well - see wall of text thread which will follow when I have some spare time - but at a basic level for an air squad to work it needs 1) a SL who understands what you can and can't do with one 2) a PL likewise 3) pilots who are individually competent 4) pilots who can turn that competence into teamwork. As with squads communication is key.

    RECOMMENDATIONS:
    1) All air squads to be known as 'Flying Squad' or the 'Mobile Patrol Experiment' (http://www.met.police.uk/history/flying_squad.htm), because it sounds cooler.
    2) Medals for eeeeeveryone
    3) Run Flying Squads / MPEs whenever we get a critical mass of pilots together AND boot numbers are high enough that having 10 people fuck off to zoom around will not inhibit our ability to actually cap points etc. I will happily volunteer to squad lead them if everyone has not been put off forever from giving me responsibility (unlikely).
    4) Any pilots who, in the absence of a formally coordinated Flying Squad, decide to pull air, should figure out who else is doing so and get into the habit of communicating with their fellow air dudes. This will be good practise.
    5) Likewise, any boot SLs / PLs should start thinking about what air cover they might need and what it can be usefully used for. Example: don't ask the scythe to help cap a point. Do ask them to look for sundies / scout adjacent points. Boot should also be aware of the needs of air e.g. help out with anti-air, repairs, call out threats etc.

    ----ends----

    tl;dr scythes are cool, delta squad is the best, i need to go to bed now

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