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Countering zerging in T2/3

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Azarael
Posts: 5332

Re: Countering zerging.

Post#31 » Mon Jul 04, 2016 10:19 am

roadkillrobin wrote:Before asking for zerg nerfs etz why don't we learn people how to play against superoir numbers.

You don't need to add anything into the game to counter the zerg, it's allready in there.

Peeople just need to figure it out. I've playd in guilds in WAR that were about to take out 4 times their numneers, and i'v played in guilds on RoR that were able to take out 3 times their numbers.

It's a l2p issue.
If you're going to try this, it would help if you actually knew what you were talking about.

If there exists no method which allows a smaller group of players to defeat a larger group of players WHEN ALL THE AFOREMENTIONED PLAYERS HAVE SIMILAR SKILL LEVELS then it is not a L2P issue - and there is no such method. This is blindingly obvious.

A L2P issue is when someone complains that an element is underperforming, but that is because they are not using that element to its maximum potential.

Your post is a whole lot of nothing. There is no counter to numbers if player skill is even - and there's no counter when player skill is uneven if the numbers are large enough. That's why I had to look into artillery as a means of resolving this particular situation.

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roadkillrobin
Posts: 2773

Re: Countering zerging.

Post#32 » Mon Jul 04, 2016 10:31 am

Azarael wrote:
roadkillrobin wrote:Before asking for zerg nerfs etz why don't we learn people how to play against superoir numbers.

You don't need to add anything into the game to counter the zerg, it's allready in there.

Peeople just need to figure it out. I've playd in guilds in WAR that were about to take out 4 times their numneers, and i'v played in guilds on RoR that were able to take out 3 times their numbers.

It's a l2p issue.
If you're going to try this, it would help if you actually knew what you were talking about.

If there exists no method which allows a smaller group of players to defeat a larger group of players WHEN ALL THE AFOREMENTIONED PLAYERS HAVE SIMILAR SKILL LEVELS then it is not a L2P issue - and there is no such method. This is blindingly obvious.

A L2P issue is when someone complains that an element is underperforming, but that is because they are not using that element to its maximum potential.

Your post is a whole lot of nothing. There is no counter to numbers if player skill is even - and there's no counter when player skill is uneven if the numbers are large enough. That's why I had to look into artillery as a means of resolving this particular situation.
Sorry but your completly wrong on this. There are multiple ways of utilizing terrain and los to deal with greater numbers. There are also elements of flanking and suprice attacks that gives massive advantages. Theres also ways to utilize objectives to spread out numbers by cordinating with your realm.
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Dajciekrwi
Suspended
Posts: 715

Re: Countering zerging.

Post#33 » Mon Jul 04, 2016 10:36 am

This centralistic system of ...hmm... justice or something is wrong from the start.
Source of problem lies in fact, that RoR counts to much on organised warbands or premades, not on freedom of acting/playstyle.
Of course y can say -its big game, big battle, sieges, so we need organisation , comunications etc..., but in fact a zerg is "black side" of such philosophy.

Its hard to have dog,without the phlies :D

GW 2 cant win with zerg in WvW, ESO cant , and RoR cant win too.
So give more chances to 2-6 man partys, give them opportunity to do something important in rvr, pls.

Stop this gigantomania ! Accept the fact, that we noobs want to play too:)

Some option is system rvr like in last days of Warhammer - pls let attack the ram carrier , let take bos with 2-3 ppl, pish warband to split ,make attack on keep faster and easiest.

with all respect

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Azarael
Posts: 5332

Re: Countering zerging.

Post#34 » Mon Jul 04, 2016 10:40 am

roadkillrobin wrote:Sorry but your completly wrong on this. There are multiple ways of utilizing terrain and los to deal with greater numbers. There are also elements of flanking and suprice attacks that gives massive advantages. Theres also ways to utilize objectives to spread out numbers by cordinating with your realm.
Stop ignoring "similar skill". You are trying to argue that 6 clones of yourself can beat 12 or 18 clones of yourself, or that 24 clones of yourself can beat 48 or 96 clones of yourself. This is complete and utter rubbish. You're not fighting creature AI, you are fighting other players. Flank a zerg all you want, it still has 3 times the health pool, 3 times the damage and 3 times the healing as well as superior ability to flank you within a battle, as only even numbers are required to stall your little group or warband.

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roadkillrobin
Posts: 2773

Re: Countering zerging.

Post#35 » Mon Jul 04, 2016 11:03 am

Azarael wrote:
roadkillrobin wrote:Sorry but your completly wrong on this. There are multiple ways of utilizing terrain and los to deal with greater numbers. There are also elements of flanking and suprice attacks that gives massive advantages. Theres also ways to utilize objectives to spread out numbers by cordinating with your realm.
Stop ignoring "similar skill". You are trying to argue that 6 clones of yourself can beat 12 or 18 clones of yourself, or that 24 clones of yourself can beat 48 or 96 clones of yourself. This is complete and utter rubbish. You're not fighting creature AI, you are fighting other players. Flank a zerg all you want, it still has 3 times the health pool, 3 times the damage and 3 times the healing as well as superior ability to flank you within a battle, as only even numbers are required to stall your little group or warband.
Im not dissregarding it. You can utilize terrain to get massive advantages were numbers means close to nothing thanks to body blocking and los counter 90% of ranged attacks etz. Its basic stuff and tactics that experienced warbands been using in this game since launched. Same with ambushes and flanking moves were you take out 50% of their casters and getting advantages that way. If you want we can set up a warband with you devs and gm were i demonstrate these tactics for you.
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Azarael
Posts: 5332

Re: Countering zerging.

Post#36 » Mon Jul 04, 2016 11:30 am

I have only one thing to say:

Prove it.

Beat a force three times your size using terrain, post video.

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roadkillrobin
Posts: 2773

Re: Countering zerging.

Post#37 » Mon Jul 04, 2016 11:46 am

I can link to several videos right now were such tactics been utilized both sucessfully and unsucessfully both here on RoR and in WAR. I can't make videos myself as my GFX card can't handle it.
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peterthepan3
Posts: 6509

Re: Countering zerging.

Post#38 » Mon Jul 04, 2016 11:59 am

roadkillrobin wrote:I can link to several videos right now were such tactics been utilized both sucessfully and unsucessfully both here on RoR and in WAR. I can't make videos myself as my GFX card can't handle it.
And this was done against equally skilled players, right? If so, please send the vids.
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Scrilian
Posts: 1570

Re: Countering zerging.

Post#39 » Mon Jul 04, 2016 12:19 pm

The only thing is there are no really equally skilled players since not measures to identify a level of skill in this game.
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Battleshadow666
Posts: 71

Re: Countering zerging.

Post#40 » Mon Jul 04, 2016 12:21 pm

Seems this became a discussion which surprised me.

As I said before, it is not a perfect idea by any means. Some of you are acting like this is something thats going to happen and its stupid. It's was just an Idea I tossed around in my head after last nights massive Order Zerg in t2.

Also I have not been to t4 yet. Since that has come up acouple of times.

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