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Old 2012-10-19, 04:46 AM   [Ignore Me] #13
Stanis
Master Sergeant
 
Re: Metagame Analysis - Esamir


Originally Posted by Malorn View Post
II'd ask respondents to give as much in-depth thought as possible and to stay focused on the topic of Esamir.

1) Esamir is a continent that seems to have rapid conquest. What do you believe contributes to this?

2) Esamir typically has some large tank battles, many more than what I observe on Indar. Why do you suppose that is?

3) Esamir is sparsely populated with outposts. How does this affect the continental flow and is it good? Is it too sparse?

4) What are the most fun places to fight on Esamir and more importantly why are they fun?

5) What would you change to improve the consistency and flow of battles on Esamir? Why?
At risk of disqualifying my feedback I'll note that I play mostly on Indar.
Esamir fog. NC domination .. it's better now but everyone else in the outfit prefers Indar so that's where the squad is.

1/2/3. Rapid conquest. I'm not sure conquest is the best word.
There is a rapid advance. The enemy is not fought - they are rolled past and spawns supressed.

The larger hexes make this all the more apparent in the speed with which the map can be traversed. Blitzkrieg.

The problem is that an effective defence requires a logistical response. When the zerg is rolling tanks - that basically means a counter zerg of friendly armour. Since that can't happen at every smaller base or outpost and frequently not in a fashion to response to the existing enemy mass. The flow of battle is enemy tanks roll until they hit the friendly zerg or defensible location (usually a tower or biolab as the other facilties are swiss cheese).

3/ One aspect of the larger hexes and less of them is that holding a bugle into the enemy line should be a cause for concern as expansion from that point can happen rapidly.

4/ Towers.
These always generate the fights I like best.
They provide all tech. Most of them have a rearm tower. they are the most defensive structure - tanks can not camp the actual spawn door.
Usually there is some open space or terrain around which a combined arms battle can happen.

Most classes special abilities can directly assist the fight in their unique way without the best choice being as clearly rock-paper-scissors depending on what the enemy just pulled.

As I said in another thread I would rather most bases are towers in a courtyard, two shielded entrances and a rearm tower. From a strategy perspective they would be so much easier to defend.
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