I wanted to share my thoughts about the new alert system and to provoke a little discussion about how we should go about dealing with them. Obviously the alert system is relatively new, but I think we can see a few trends and problems.
With each battle being a three way, any player of games will tell you that whoever is attacked most will probably lose. Unfortunately, from what I have seen so far, that seems to be us (although this might not be intentional). From the point of view of the VS and NC, this isn’t such a bad strategy; due to populations, we are the biggest threat to the NC so it is logical for them to focus on us. The VS profit by not to provoking the NC too much. On the other hand, we (the TR) don’t help ourselves by charging blindly in as soon as possible early on and drawing all the attention onto us.
When the alert sounds, the battle lasts for two hours and with most of each factions focus being on capturing bases, territory changes hands frequently (a lot of attack and little defence). Because of this, the amount of territory held after the first hour is not important to the final score. It is however, relevant to shaping who will be fighting who over the next (more important) hour. The final twenty minutes is complete chaos and also the most critical time. We can’t control the TR zergs being approximately 5 – 8% of the TR population, however during the initial phase I think we should focus our attacks in a way that maximises the number of NC territories adjacent to VS ones in an effort to entice them to fight each other. The second priority should be not to throw away bases that are easy to defend since retaking them during the second hour could take up too much of our resources.
During last night’s battle I had much sympathy for the platoon leader. At some points I looked at the map for the tactical over view and could see four or five of our zones being captured and it would take too long to mobilise and save them. At the same time there are too many voices trying to offer advice. Sometimes even if the advice is good, we are better off focusing on what we are told to do so that we at least do something and we reduce the stress on the leader (and avoid burning them out).
Towards the end, when things are going crazy, it is more important than ever to remain agile as an outfit. Most of the territories towards the ends were being attacked by only handfuls of people and as a big 25 man unit we cannot deal with the multiple situations. During this time, I think we could benefit from using the squads individually. When we started the alert we had 2 reapers but merged them because we had only six in one and around twenty in the other. Having one platoon is okay (even using one mumble channel), but maybe having the squads operate separately might have helped us towards the end.
I’d like to finish with some contempt! The thing that drives me crazy is playing really well (as we did most of last night) and capturing a defended base only for a massive greenie zerg to pull up in their tanks and sit around while the base captures eating their burgers. This happened on multiple occasions last night. As an outfit, we can’t shake sense into the greenies and make them do something useful, so I propose that we try to avoid the zerg where possible and just move on to the next base. It is frustrating to skip the bonuses, but during the final stages of the alert, time is of the essence.
So these are my thoughts, what do you think the best way of dealing with alerts is?
With each battle being a three way, any player of games will tell you that whoever is attacked most will probably lose. Unfortunately, from what I have seen so far, that seems to be us (although this might not be intentional). From the point of view of the VS and NC, this isn’t such a bad strategy; due to populations, we are the biggest threat to the NC so it is logical for them to focus on us. The VS profit by not to provoking the NC too much. On the other hand, we (the TR) don’t help ourselves by charging blindly in as soon as possible early on and drawing all the attention onto us.
When the alert sounds, the battle lasts for two hours and with most of each factions focus being on capturing bases, territory changes hands frequently (a lot of attack and little defence). Because of this, the amount of territory held after the first hour is not important to the final score. It is however, relevant to shaping who will be fighting who over the next (more important) hour. The final twenty minutes is complete chaos and also the most critical time. We can’t control the TR zergs being approximately 5 – 8% of the TR population, however during the initial phase I think we should focus our attacks in a way that maximises the number of NC territories adjacent to VS ones in an effort to entice them to fight each other. The second priority should be not to throw away bases that are easy to defend since retaking them during the second hour could take up too much of our resources.
During last night’s battle I had much sympathy for the platoon leader. At some points I looked at the map for the tactical over view and could see four or five of our zones being captured and it would take too long to mobilise and save them. At the same time there are too many voices trying to offer advice. Sometimes even if the advice is good, we are better off focusing on what we are told to do so that we at least do something and we reduce the stress on the leader (and avoid burning them out).
Towards the end, when things are going crazy, it is more important than ever to remain agile as an outfit. Most of the territories towards the ends were being attacked by only handfuls of people and as a big 25 man unit we cannot deal with the multiple situations. During this time, I think we could benefit from using the squads individually. When we started the alert we had 2 reapers but merged them because we had only six in one and around twenty in the other. Having one platoon is okay (even using one mumble channel), but maybe having the squads operate separately might have helped us towards the end.
I’d like to finish with some contempt! The thing that drives me crazy is playing really well (as we did most of last night) and capturing a defended base only for a massive greenie zerg to pull up in their tanks and sit around while the base captures eating their burgers. This happened on multiple occasions last night. As an outfit, we can’t shake sense into the greenies and make them do something useful, so I propose that we try to avoid the zerg where possible and just move on to the next base. It is frustrating to skip the bonuses, but during the final stages of the alert, time is of the essence.
So these are my thoughts, what do you think the best way of dealing with alerts is?