PlanetSide Universe - View Single Post - AGN: Community Clash Recording TXR and MERC vs NNG and TGWW
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Old 2013-09-27, 03:06 PM   [Ignore Me] #118
Dreadnaut
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Re: Community Clash Recording TXR and MERC vs NNG and TGWW


Originally Posted by Lepalose View Post
Definitely a huge drain on resources and time to do this considering the current form of the Nexus' spawn mechanics, as well as having no spawn beacons or ability to squad deploy.

Getting an infantry force set up anywhere becomes a matter of attrition from air attacks, as there is not any safe locations for sunderers, or, broadly, from spawn room to capture points when defending.

On Live, that is something we do quite often too Sardus, but on Nexus it plays out very differently.
I agree with you 100%, yet we all had the same issues to deal with. No one had the use of squad deploy or beacons and to hear people complain about not having that worked both ways. I wish squad deploy and beacons had been working but once we were told beacons would not work, we made a game plan based off of that information (Liberators certing Ejection seat, etc). When we were told 60 minutes prior to the match that beacons would in fact work, I voted to not use them based on our new plan that we put in place. To revert to an old plan with less than an hours notice wasn't something I was at all interested in doing.

We came up with a plan and it worked based on the current rule set and the map. Our plan just worked out better than your plan, that's all. I don't think any less of MERC/TxR for losing a silly scrim, we just happen to have won that night.

Elaborate plans will always fail and the K.I.S.S. principle will always be the best option. That was our super secret plan, "Keep It Simple Stupid". As I stated before, it was literally, "Kill SNAFU first, Kill NAPOOPAN second, kill MAGNIFISCENT third, then focus fire everyone else. Be very very aggressive at the start. Be smart, listen to Nate, otherwise don't speak. Listen for the Sunderer strike calls...spawn points win matches, DO NOT let the enemy spawn, force resource drain, whatever it takes, DO NOT let a Sunderer live."

I don't believe that having beacons or squad deploy would have had any different effect on the outcome of the match, but that's just coming from the confidence level in my guys.

What we know after this match:
  • Resources need to be replenished at 1/2 time. Absolutely no reason to punish a team in round 2 for having a bad round 1.
  • All resource gain should be MUCH higher so people aren't stranded so early on
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