Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: SmokinLoon on February 05, 2011, 02:35:00 PM
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I've held my tongue for the most part on the white flag and 50% thing until I saw how it effected the game. I know there were/are a lot of knee jerk reactions and some quick on the draw assumptions when major changes are made, I do my best to not pass judgment and at least ride the change out to see how things pan out. After a few months of this I've gathered my thoughs-
When the white flag and %50 town down for capture first came out I was a bit surprised, I didn't think HTC would swing *that* far from a current game play standard. I suppose one could compare it to going from 250ft NOE to 1000ft NOE standard. My first thought was "now we'll see smaller teams taking fields more often and hordes will be far less common." How wrong I've been.
The white flag removes much of what little "fog of war" Aces High MA had (dar bars and radar dots abound!). Previously, it took multiple sets of eyes, or multiple passes by a single person to check and double check the new towns to be sure it was capture ready. With the white flag, it is as obvious as can be. No more guessing. No more extra 30 seconds or 1 minute to inspect the town is needed. Just pound it for a short time and watch for the white flag (actually one pass by heavy bombers is all that is needed, even the old square town could not have that done to it), grab the 4-5 auto ack that may still be up, and get troops to the MR. The process as been VERY simplified. One would have thought that hordes would be fewer and much less embraced, but the opposite has happened. The bandwagon effect has really taken hold. I guess people really like being the bench warmer on winning team because essentially that is what 75% (or more) of the horde members are.
I read in the forums where HTC claimed that these new towns "were not supposed to be harder to capture" than the old towns. If the old square towns had 53 (?) buildings and the new towns have 93 (?) buildings, the 50% town down for new town capture is actually easier compared to the old town. No fuzzy math there. Add in the fact that a single pass by a heavy bomber, or a single skilled enough 110G-2, Mossi Mk IV, A20, or other such heavy attack aircraft pilot can make the town ready for capture, one has to wonder if HTC went too far in making things easy to get done.
I hope HTC has been watching and has or will come to the conclusion that the %50 town down for capture is simply too easy. That coupled with the white flag makes for an almost 10 year old XBawk style of game play. If the white flag is here to stay, then I suggest to make attacking team work for it and get the % up to 80% or better yet 90%. I'd prefer to get rid of the white flag and get back to %100 town down. If the object of AH is to provide a realm in which to have simulated WWII combat, then having fields rolled by hordes does not lend very well to that atmosphere. The current atmosphere seems to lend itself towards "capture the field" more than anything else.
Obviously, there are some that really prefer the XBawk style of game play, and that is fine. I would hope that HTC would prefer to stay towards a simulation style of game. There is a balance that needs to be struck between the two, few will argue against that.
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HTC has a habit of making drastic adjustments instead of minor tweaks. For example, the NOE radar from 500ft to 65ft. A full 90 building town to only needing 50% + a confirmation flag. Or a new sound system and removing the option to manually adjust individual sounds. A DA message to all DA'rs not to interrupt side base fights with threat of banning for the behavior, and then removing it all together. I'm sure the list goes on. Point being, they play hopscotch with the balance line.
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So would making it 75% "fix" your concerns?
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I'm not totally against the way town is in a sense, but it has created some negative aspects which were pointed out when this change came out.
The problem seems more with the sides being so lopsided and creating the atmosphere for larger hordes, ENY is in place but it really has little effect on trying to balance anything.
As the OP has pointed out, the hordes are coming from these massively lopsided chess pieces and which in essence nurtures these massive hordes to form and roll bases. A possibility is, if town stays the way it is, then limit all 3 sides to the same amount of players especially since there are very few players that care and are willing enough to equal out the playing field. Even this isn't enough.
That balance needs to be accross the board, which it is not and has not been.
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I'm not totally against the way town is in a sense, but it has created some negative aspects which were pointed out when this change came out.
The problem seems more with the sides being so lopsided and creating the atmosphere for larger hordes, ENY is in place but it really has little effect on trying to balance anything.
As the OP has pointed out, the hordes are coming from these massively lopsided chess pieces and which in essence nurtures these massive hordes to form and roll bases. A possibility is, if town stays the way it is, then limit all 3 sides to the same amount of players especially since there are very few players that care and are willing enough to equal out the playing field. Even this isn't enough.
That balance needs to be accross the board, which it is not and has not been.
How does this format create hording any worse than the previous format? Your argument doesn't make any freakin sense.
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Hate to agree with the Muppet but I'm rereading it again, and again............ What should be done? An automatic "re-country?"
How does this is format create hording any worse than the previous format? Your argument doesn't make any freakin sense.
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htc has to do what they do in an attempt to keep the entire player base happy. this is impossible.
cater to the lowest common denominator, and you're generally safe though.
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HTC has a habit of making drastic adjustments instead of minor tweaks. For example, the NOE radar from 500ft to 65ft. A full 90 building town to only needing 50% + a confirmation flag. Or a new sound system and removing the option to manually adjust individual sounds. A DA message to all DA'rs not to interrupt side base fights with threat of banning for the behavior, and then removing it all together. I'm sure the list goes on. Point being, they play hopscotch with the balance line.
You should be banned for this statement.
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Or just banned from flying Luftwaffe birds........................ .............. :eek:
You should be banned for this statement.
For a little while? Maybe?
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Percentage needs to be upped for sure, I would think that'll be in the next update anyway. The new town layout initially exacerbated the hording problem, by changing it to 50% HTC ensured they'd only have to change it twice I'm thinking. Probably we'll end up at 70%.
As to the fog of war and the flag, let's keep it. There's just no way for attackers or defenders to go around and count all the buildings.
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Correct me if I am wrong 50% was for a trial period of time until HTC decided otherwise on a percentage number.
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Initially, the 50% thing was fun. More bases were under attack, won and lost. There were smaller numbers of attackers needed to succeed. It seemed great to me. Lately, it's back to hordes with a vengeance. They come in with ridiculous numbers and first de-ack the field. Then while they have their vulch party, a few of them take the town down or even a few sets of NOE buffs flatten it unopposed. WTFG GUYZ!!! :banana:
I know that is nothing new, but thought things would remain fun with the 50% settings. We have devolved again into SSDD. I don't think the hording thing can be fixed. :(
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Correct me if I am wrong 50% was for a trial period of time until HTC decided otherwise on a percentage number.
If that is the case, I did not ever see the post made by HTC personnel stating it was as such. I would like to assume that all things are "trial based" and can be changes as Hitech sees fit. There are many ideas made by players that are sound and make a lot of sense, but there seem to be no communication from HTC when it comes as to why things are or are not being changed.
As far as "fixing" my concerns, that is not quite the point. I'd like to see the 100% town down for capture back into the game and no white flag. The entire process was longer and far more involved. Brute force was not the answer, some precision and tact was mandatory.
I strongly disagree with "attackers and defenders are not able to count buildings", I think that is what adds to the "fog of war". If the white flag is up that means there are more guns on the defenders vs having some of those vulchers on town destroying those last remaining buildings, guns, or inspecting. Just watch how it happens, the town goes white flag up and there is not a single attacking plane over town because they all are not in vulch mode. Attacking goons and M3's roll on in unopposed. The entire process as it currently stands is very very short compared to the previous settings. A defender could up at a base a sector away and have a fighting chance at getting there and defending. Now, by the time he gets there everything is over and done with in most cases.
As far as the country vs country vs ENY argument goes, perhaps the trigger needs to be set lower for ENY to kick in? But regardless if there are 20-30 P38's and Mossi's inbound or 20-30 La7's, 110's, and Typhoons inbound, a horde is a horde and quantity has its own quality. ;)
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If that is the case, I did not ever see the post made by HTC personnel stating it was as such.
It's not hard to find http://www.hitechcreations.com/News/Software-Updates/version-222-information-page.html (http://www.hitechcreations.com/News/Software-Updates/version-222-information-page.html)
Let me save you some time, it says in the release notes :
Added the a new host system variable that controls how much of the town needs to be destroyed before it can be captured. There is a flag flying in each town that will be swapped out for a white surrender flag when the damage threshold is reached. At that point troops can be used to make the capture. The initial setting will be at 50% and we'll adjust it from there if needed.
Yes, I think 50% is too low, but I am willing to let it ride till it's changed. I think it's improving game play personally.
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As far as "fixing" my concerns, that is not quite the point. I'd like to see the 100% town down for capture back into the game and no white flag. The entire process was longer and far more involved. Brute force was not the answer, some precision and tact was mandatory.
Nonsense. Harder town capture makes brute force more necessary and successful. Thirty pairs of eyes make it a lot easier to catch that one little yellow-roofed house that's up.
The reasons for hordes has been discussed here as nauseam and it has nothing to do with the white flag mechanism. Ditto for side balancing. If you think 100% town down captures would do the slightest thing to fix the utterly broken side balancing mechanism, you're dreaming. Side balancing is broken in part because ENY is designed so that it would work for a 2-way war but doesn't work at all for a 3-way war where a side can be outnumbered more than 2-1 across the board with no one having ENY issues. But the main reason side balancing is broken is that people apparently want it broken. Why else do we so often see one side (nits seem to be the worst for this, but all sides do it) decamping for the other LW arena en masse leaving a massive imbalance in both arenas? Plainly they want it that way.
That being said, I agree 50% is too easy. It has nothing to do with style of play, "Xbawks" or otherwise, though, and everything to do with correct balance between offense and defense. I think 80% might be about right.
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Nonsense. Harder town capture makes brute force more necessary and successful. Thirty pairs of eyes make it a lot easier to catch that one little yellow-roofed house that's up.
The reasons for hordes has been discussed here as nauseam and it has nothing to do with the white flag mechanism. Ditto for side balancing. If you think 100% town down captures would do the slightest thing to fix the utterly broken side balancing mechanism, you're dreaming. Side balancing is broken in part because ENY is designed so that it would work for a 2-way war but doesn't work at all for a 3-way war where a side can be outnumbered more than 2-1 across the board with no one having ENY issues. But the main reason side balancing is broken is that people apparently want it broken. Why else do we so often see one side (nits seem to be the worst for this, but all sides do it) decamping for the other LW arena en masse leaving a massive imbalance in both arenas? Plainly they want it that way.
That being said, I agree 50% is too easy. It has nothing to do with style of play, "Xbawks" or otherwise, though, and everything to do with correct balance between offense and defense. I think 80% might be about right.
This
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Tie the percentage to the number of enemy with in the radar circle.
The higher the enemy count, the higher the percentage of town that has to be down for the white flag to fly. This will add the "cloud of war" back in as you are not sure how many people are in the circle, and it might help lower the horde as the smaller the horde the easier the capture.
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Localized ENY...been saying it for YEARS....but ultimately it comes down with the mentality of most people in this game. No one wants a fight. They want everything to come easy. When hordes experience resistance they just pick up and move to another base. ...And on the other hand, when a particular country is being overrun, instead of hunkering down and playing tenacious D, they leave the arena in mass numbers so they can have numbers in the other one. All countries are equally guilty of this behavior.
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Nonsense. Harder town capture makes brute force more necessary and successful. Thirty pairs of eyes make it a lot easier to catch that one little yellow-roofed house that's up.
The reasons for hordes has been discussed here as nauseam and it has nothing to do with the white flag mechanism. Ditto for side balancing. If you think 100% town down captures would do the slightest thing to fix the utterly broken side balancing mechanism, you're dreaming. Side balancing is broken in part because ENY is designed so that it would work for a 2-way war but doesn't work at all for a 3-way war where a side can be outnumbered more than 2-1 across the board with no one having ENY issues. But the main reason side balancing is broken is that people apparently want it broken. Why else do we so often see one side (nits seem to be the worst for this, but all sides do it) decamping for the other LW arena en masse leaving a massive imbalance in both arenas? Plainly they want it that way.
That being said, I agree 50% is too easy. It has nothing to do with style of play, "Xbawks" or otherwise, though, and everything to do with correct balance between offense and defense. I think 80% might be about right.
Claiming that brute force is needed more so (and is more successful???) when the towns were at 100% and no white flag is an obvious knee jerk assumption and is a logical explanation, but the fact remains that there are far more hordes now than there were prior to the 50%/white flag settings. A bit of reverse psychology, I know. But think of it this way: with the town needing more attention, the 20-30 guys that made the horde were split, not all of them were in vulch mode. I'd say at least an equal number of them were involved in dealing with the town. With the 50% town/white flag only a few heavy attack aircraft are needed to deal with the town. So in effect there are more people in vulch mode and fewer people dealing with the town. If the 100% town/no flag required an even larger horde then why did we not experience such events on a consistent basis (like we do now) when those settings were in place? It is real simple: *points above* as well as the defenders had more time to respond from another base, it takes far less time and effort to capture a town now. The smaller groups of players attempting to capture a town are far and few between (as stated earlier one would think that the less requirements would equal smaller bands of players capturing towns but it isn't so) and even less so now, the 20-30 man hordes rule the show.
FWIW, I'm not the one who brought up the ENY or side balancing issues. That has never really been an issue with me, I fly aircraft from all across the ENY scale without hesitation.
The white flag notification is still, imo, a drag on the fog of war. It is simple too easy.
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Claiming that brute force is needed more so (and is more successful???) when the towns were at 100% and no white flag is an obvious knee jerk assumption and is a logical explanation, but the fact remains that there are far more hordes now than there were prior to the 50%/white flag settings.
Oh yeah? Says who?
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I won't comment at this moment on the actual difficulty of capturing a base now & then, or how the percentage should be adjusted. But just for your information, this is how the various changes had influence the rate of base captures in the LW MA:
(http://img843.imageshack.us/img843/9827/basecap.jpg)
Number was derived by dividing total time played by all "active players" during a tour divided by the total number of recorded base captures.
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OMG Lusche........ So tell us, what are you telling us? :uhoh
:aok
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I too am curious to what he wants those numbers to say? Everyone knows that both the author and reader of such figures can make the numbers say what they want to. ;)
Tour 126 (July 2010) = New Maps (towns, fields, etc)
Tour 131 (Dec 13th, 2010) = new capture settings (50% and white flag)
As his charts shows, it took over 70 man hours to capture the new fields once they first arrived in the servers (%100 and no white flag), then draw your own conclusions from there. Once tour 131 comes around, the number of man hours it took to capture a field dropped 20 hours and the 50%/white flag settings started halfway through the month. In tour 132 (Jan 2011), it shows that it took almost half as many man hours to capture a field as compared to the 100%/no flag. Point being... it takes half as much effort (and the word "effort" can be translated into a whole gaggle of meanings) to capture a field. Or maybe the author wanted those numbers to say something else? ;)
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They look like cute bunny ears to me....... :neener:
;)
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I too am curious to what he wants those numbers to say? Everyone knows that both the author and reader of such figures can make the numbers say what they want to. ;)
If I wanted to say more than just showing the amount of effort it took to get a base capture over the years in the LWMA, I would have done so. And yes, every reader can interpret the numbers as he wants to. ;)
(The 50% rule & flag was established in tour 131)
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NOw lusche,superimpose the above numbers over when the map rotations started..that would be interesting.. :salute
MY gut feeling is about 132 or so??It definetly started dropping,I believe due to the maps being rotated so much and people lost interest in taking bases..
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NOw lusche,superimpose the above numbers over when the map rotations started..that would be interesting.. :salute
MY gut feeling is about 132 or so??It definetly started dropping,I believe due to the maps being rotated so much and people lost interest in taking bases..
Um.. actually... as he has it posted, more bases were taken per man hour, not less. Assuming that the number of players did not change much that means MORE bases were taken, not less. That means taking bases became more of a focal point, not less. Also, maps are not being rotated as much, but servers players are being shuffled from one server to the next. The larger the map, the longer it stays up. Remember how that odd ball map (forgot the name) was the same for the off hours server for 3 weeks???
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Um.. actually... as he has it posted, more bases were taken per man hour, not less. Assuming that the number of players did not change much that means MORE bases were taken, not less. That means taking bases became more of a focal point, not less. Also, maps are not being rotated as much, but servers players are being shuffled from one server to the next. The larger the map, the longer it stays up. Remember how that odd ball map (forgot the name) was the same for the off hours server for 3 weeks???
I read it as it took more man hours to take a base starting with tour 126, then it dropped back down after the 50% rule.
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Localized ENY...been saying it for YEARS....but ultimately it comes down with the mentality of most people in this game. No one wants a fight. They want everything to come easy. When hordes experience resistance they just pick up and move to another base. ...And on the other hand, when a particular country is being overrun, instead of hunkering down and playing tenacious D, they leave the arena in mass numbers so they can have numbers in the other one. All countries are equally guilty of this behavior.
Localized ENY will FORCIBLY limit the numbers of players in an area. HTC doesn't want to forcibly limit people (fuel can't be pork all the way down any more), they usually leave an "out". By tying the difficulty of the capture of a base to the numbers in the dar circle it makes it harder for a horde to capture but it doesn't take away the option of a smaller forces capturing a base.
Um.. actually... as he has it posted, more bases were taken per man hour, not less. Assuming that the number of players did not change much that means MORE bases were taken, not less. That means taking bases became more of a focal point, not less. Also, maps are not being rotated as much, but servers players are being shuffled from one server to the next. The larger the map, the longer it stays up. Remember how that odd ball map (forgot the name) was the same for the off hours server for 3 weeks???
It looks to me that there was increase in man hours to take a base in tours 127 and 130, but why? It could mean that interest in taking bases went up and there was more people playing in response to a change HTC made.
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It looks to me that there was increase in man hours to take a base in tours 127 and 130, but why? It could mean that interest in taking bases went up and there was more people playing in response to a change HTC made.
because in tour 126 we got the new towns. Base captures suddenly were much harder, due to having about double the buildings and the difficulty in spotting any remaining non-destroyed ones. Thus the rate of captures per played hour went down. In tour 130 we got the new arena format, which meant you didn't have a large map with 60 player and another one with 10 player at off hours anymore, significantly increasing the chance of running into someone defending that base.
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Um.. actually... as he has it posted, more bases were taken per man hour, not less.
No. Other way round. Chart is labled "played hours per base capture."
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So nowadays we have far less land grabbing...........
AND nowadays we have far less players playing.
I wonder.... :headscratch:
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So nowadays we have far less land grabbing...........
Who is saying that? :headscratch:
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No. Other way round. Chart is labled "played hours per base capture."
Ah, I was reading it opposite. So for tour 127 it shows 78 hours were played for each base capture and in tour 131 is shows 51 hours played for every base capture. To me, that shows it takes far less effort (less hours) to capture a field with the new settings. Valid assumption???
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Ah, I was reading it opposite. So for tour 127 it shows 78 hours were played for each base capture and in tour 131 is shows 51 hours played for every base capture. To me, that shows it takes far less effort (less hours) to capture a field with the new settings. Valid assumption???
Yes, and that's why the 50% rule had been introducted.
Remember Hitech's words regarding to the new town, before he introduced the flag and 50% rule: With the next release we will be making some adjustments for this. The new town release was never meant to be harder to capture.
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Yes, and that's why the 50% rule had been introducted.
Remember Hitech's words regarding to the new town, before he introduced the flag and 50% rule:
I read his statement again when I was searching for what patch and tours each of the major changes occurred in your bunny ears chart. :D I just hope HTC ramps up the amount to at least %75, that would require at least 70 buildings to be destroyed of the 93 in town. I'd be nice to bring those outlying buildings back into play. Since the white flag is present and takes away any of the guessing game, I'd like to see 90% or higher. Anything to give the defenders some time to give a decent response.
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If you saw the garbage play today in offhours arena you would come to the realisation that if bases only took one guy to breathe on the town to capture it, they would still bring 50 guys.
What is equally disconcerning is the fact that 90% of freindlies are off smashing the other front to oblivion. Nits pushed back to their uncap bases and still mishuns being posted for HQ and porking them to no end while a majority of action is on a different part of the map.
WHile back there whines of towns being too hard to take and maps not being reset. This to me is the end product of if you make things too easy, you still have a stalemate. Seems everyone is interested in winning za war and noone wants to defend.
Its easy to forget that a huge playerbase are guys that just log in to get a few sorties in peace and their gaming experience is being disrupted by such dweeby behavior. These are the guys that slowly but surely being trickled out of the game and quitting just out of mere frustration of subscribing to AIRQUAKE rather than Aces High
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If you saw the garbage play today in offhours arena you would come to the realisation that if bases only took one guy to breathe on the town to capture it, they would still bring 50 guys.
What is equally disconcerning is the fact that 90% of freindlies are off smashing the other front to oblivion. Nits pushed back to their uncap bases and still mishuns being posted for HQ and porking them to no end while a majority of action is on a different part of the map.
WHile back there whines of towns being too hard to take and maps not being reset. This to me is the end product of if you make things too easy, you still have a stalemate. Seems everyone is interested in winning za war and noone wants to defend.
Its easy to forget that a huge playerbase are guys that just log in to get a few sorties in peace and their gaming experience is being disrupted by such dweeby behavior. These are the guys that slowly but surely being trickled out of the game and quitting just out of mere frustration of subscribing to AIRQUAKE rather than Aces High
Wouldn't argue with that. And it does stink when your bases are being horded and you're one of the few defending while 30 countrymates are running base capture missions. But it's their $15 - you can't dictate how they spend their time in the arena.
And regardless of the mechanism a large segment of the player base will concentrate on base capture. Not necessarily a bad thing for the health of the game.
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To me, that shows it takes far less effort (less hours) to capture a field with the new settings. Valid assumption???
Yes - but with the 50% white flag it still takes twice as much effort as it did two years ago, before the new towns.
Of course, V-bases throw those statistics off. Vbases got a lot harder because the amount of ack more than doubled, plus the 17 lbers, and nothing changed for them when the white flag was introduced. I'm guessing a much higher percentage of base takes under the old system (old towns, not new towns w/o flag) were v-base sneaks by 1 to 3 guys.
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And regardless of the mechanism a large segment of the player base will concentrate on base capture. Not necessarily a bad thing for the health of the game.
I wouldnt be concerned with people finding an aspect of the game that is fun for them. The base taking does bring a great dymanic to the game, but as anything goes..you eat too much cake, your gonna be a fat **** :D, needless to say there is plenty of obesity in the MAs.
If it were so healthy, why must we impose such rules of ENY, lower dar range and increased AA?
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Yes - but with the 50% white flag it still takes twice as much effort as it did two years ago, before the new towns.
Of course, V-bases throw those statistics off. Vbases got a lot harder because the amount of ack more than doubled, plus the 17 lbers, and nothing changed for them when the white flag was introduced. I'm guessing a much higher percentage of base takes under the old system (old towns, not new towns w/o flag) were v-base sneaks by 1 to 3 guys.
I disagree with you. We took 5 bases the other night with 5 guys and the bases were defended. Base taking is too easy. The hordes ur squad and the chewie missions bring to take a field is so not needed and is nothing but extreme over kill. As for it being harder to deack a vbase..... seriously man how easy u want this game to be? What is it 8 or 9 guns to take down 2 or 3 are 17 lbers. Man seems as if some of u guys aren't going to be happy till You have take out 1 building and get 1 troop in the map room.
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I wouldnt be concerned with people finding an aspect of the game that is fun for them. The base taking does bring a great dymanic to the game, but as anything goes..you eat too much cake, your gonna be a fat **** :D, needless to say there is plenty of obesity in the MAs.
If it were so healthy, why must we impose such rules of ENY, lower dar range and increased AA?
That's what HTC does to try and keep it healthy, surely? Point is that you need objectives, you need players to still try and take bases for the arena to have enough variety to keep subscribers interested.
I do agree with you to a degree, but I don't think the game is going to hell or anything like that. Up the percentage at town for sure but things have been worse.
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Yes - but with the 50% white flag it still takes twice as much effort as it did two years ago, before the new towns.
I'm not sure how you arrive at that statement, because there are 3 glaring things going against that logic:
A: Fewer buildings need to be taken down with the 50% (half of new town = 46 buildings) rule than with %100 of old towns (old towns = 53 buildings)
B: A single pass by a heavy bombers can take down the new town at 50%. Bombers needed to make 2 passes minimum on the old towns.
C: There needs to be absolutely no recon or inspection of the town with the white flag, it is quite obvious it is ready for capture. Previous to the white flag, stop and think how often people asked "is town down? Do a fly over and verify town down", etc. Stop and think how much more involvement there was AND how often human error was involved (missed that single building!!!) when capturing a town. The white flag ends all that. Simply pound the town with 1 pass from a set of heavy bombers, a pair of attack aircraft, etc, and watch for the white flag. Easy peasy. No challenge. No recon, no inspection, no one last check.
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HTC has a habit of making drastic adjustments instead of minor tweaks. For example, the NOE radar from 500ft to 65ft. A full 90 building town to only needing 50% + a confirmation flag. Or a new sound system and removing the option to manually adjust individual sounds. A DA message to all DA'rs not to interrupt side base fights with threat of banning for the behavior, and then removing it all together. I'm sure the list goes on. Point being, they play hopscotch with the balance line.
How about having key buildings that have to be down and have them scattered around the town so one pass over the town with buffs would not take it down with basically one pass? Also no one should know
which buildings it is that have to be down to count against the 50%
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How about having key buildings that have to be down and have them scattered around the town so one pass over the town with buffs would not take it down with basically one pass? Also no one should know
which buildings it is that have to be down to count against the 50%
lol oh the pages of whining that would cause
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If you saw the garbage play today in offhours arena you would come to the realisation that if bases only took one guy to breathe on the town to capture it, they would still bring 50 guys.
What is equally disconcerning is the fact that 90% of freindlies are off smashing the other front to oblivion. Nits pushed back to their uncap bases and still mishuns being posted for HQ and porking them to no end while a majority of action is on a different part of the map.
WHile back there whines of towns being too hard to take and maps not being reset. This to me is the end product of if you make things too easy, you still have a stalemate. Seems everyone is interested in winning za war and noone wants to defend.
It happens on all sides tral,I feel your pain..
U like to defend,and thats cool,I like to defend also,but it isnt my main mission int he MA's..ONly when I am not porking the other front... :salute
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It happens on all sides tral,I feel your pain..
U like to defend,and thats cool,I like to defend also,but it isnt my main mission int he MA's..ONly when I am not porking the other front... :salute
seems your main mission is to have meltdowns when my squaddies are flying next to you :rofl :rofl :rofl
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I disagree with you. We took 5 bases the other night with 5 guys and the bases were defended. Base taking is too easy. The hordes ur squad and the chewie missions bring to take a field is so not needed and is nothing but extreme over kill. As for it being harder to deack a vbase..... seriously man how easy u want this game to be? What is it 8 or 9 guns to take down 2 or 3 are 17 lbers. Man seems as if some of u guys aren't going to be happy till You have take out 1 building and get 1 troop in the map room.
I recall defending many bases last night in Orange against 30+ Rooks in the horde taking everything in their path.. You took 5 bases the other night with 5 guys that were defended. How many defenders were there? Was the town already down? Please produce the films... Sounds to me like they were not defended very well...
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I recall defending many bases last night in Orange against 30+ Rooks in the horde taking everything in their path.. You took 5 bases the other night with 5 guys that were defended. How many defenders were there? Was the town already down? Please produce the films... Sounds to me like they were not defended very well...
lol sky go bite someone else s ankle please also, just because you and your squad can't do it easily doesn't mean the rest of us can't kiss kiss
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lol sky go bite someone else s ankle please also, just because you and your squad can't do it easily doesn't mean the rest of us can't kiss kiss
Just as I thought! Your response says it all. :salute
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Hordes are not going to go away no matter what we do to towns. It is human nature to group up, and if we're all honest with ourselves, hordes are a good time... when your in them.
I like the high turnover rate of the bases. Makes things exciting and dynamic.
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Actual base capture seems an equilibrate mechanism offering equal possibility
to capture a base for both type of ppl: who likes to make high buff and who likes to make low buff via noe - i will rise the radar a bit damn you! :lol
I would know if HTC recognize the importance for the game to
have special kind of target that is good for just one or two ppl.
I cannot think that HTC did not reflect on this and make some experiments - obviously the code requires time.
:salute
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. But the main reason side balancing is broken is that people apparently want it broken. Why else do we so often see one side (nits seem to be the worst for this, but all sides do it) decamping for the other LW arena en masse leaving a massive imbalance in both arenas? Plainly they want it that way.
Trust me, THey dont want it that way. YOU do. Reasons that you get such lopsided #s is because squads like yours have 0 respect for other players in the arenas. You go out of your way to avoid confrontation with other players unless you have overwhelming numbers.
Once (most) players see that the mantra of that arena resembles AIRQUAKE and players are more interested in hording, they log. Perhaps to the other arena or in hopes that things are evened up a bit.
Although dont be so flattered to think that players are leaving "en masse" purely because of the Vguys. Your style of play just adds to the ceasepool of the gaming enviroment YOU in turn create.
Perhaps given the track record you guys have of attacking undefended targets in a full arena to hording bases when people are leaving a locked arena to running a multi-winged squad at 2am. Perhaps HTC can impliment a Varena for you guys so you can reset maps unopposed
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That just proves a lot of the Knight players are looking for fun , not a horde. Kudo's to them !
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What is equally disconcerning is the fact that 90% of freindlies are off smashing the other front to oblivion.
Seems everyone is interested in winning za war and noone wants to defend.
Offense is easier to schedule. How much fun is it for five guys to sit in the tower waiting for a base to blink? Offense only requires a ten minute notice to meet at a field.
Its easy to forget that a huge playerbase are guys that just log in to get a few sorties in peace and their gaming experience is being disrupted by such dweeby behavior.
One man’s ‘dweeby’ is another man’s ‘smart.’ Every player can play as they wish within the rules set down by HTC.
Find fun. The other day, I was weaving through the trees in an IL-2, and had a rush of ‘this is a great game!’
One of my favorites is when there are opposing hordes, from bases close enough to allow losses to be replaced. CV attacks often provide this scenario.
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No matter how many times you try to reinvent the wheel, it still only works round. I do agree that white flag is a good idea. As much as I do not like the current criteria for taking an airfield, it certainly keeps you on toes and becomes a question of getting enough defenders there to defend it, if they come at all.
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Seems everyone is interested in winning za war and noone wants to defend.
This
Offense is easier to schedule. How much fun is it for five guys to sit in the tower waiting for a base to blink? Offense only requires a ten minute notice to meet at a field.
But also: A successful offense is psychologically more rewarding for many players. It gives you a clearly defined and visible "victory": "AXX has been captured by XXX!" - WTG!; while hardly anybody will notice a prolonged and heroic defense other than the people directly involved. It's even measurable: "we took 4 bases in one hour!", "I got 4 captures this tour so far".
The potential of frustration is much greater when defending. And probably the most important: It can give you a feeling of being reactive only, acting at will (and often at the mercy) of the attackers. That's why you read so often "I'm tired of defending, lets get organized and grab a base", and never "I'm tired of grabbin' bases, let's go on the defense!"
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This
But also: A successful offense is psychologically more rewarding for many players. It gives you a clearly defined and visible "victory": "AXX has been captured by XXX!" - WTG!; while hardly anybody will notice a prolonged and heroic defense other than the people directly involved. It's even measurable: "we took 4 bases in one hour!", "I got 4 captures this tour so far".
The potential of frustration is much greater when defending. And probably the most important: It can give you a feeling of being reactive only, acting at will (and often at the mercy) of the attackers. That's why you read so often "I'm tired of defending, lets get organized and grab a base", and never "I'm tired of grabbin' bases, let's go on the defense!"
So in turn this is the reason why most of these "lone" guys are slowly trickling out of the game. The "game" ends up being not for them.
With as much concern a few months ago the whole community had with frustration of "bases are too hard to capture", the kiddies now have their toys back and we're back to square 1 of the horde situation. It proved my theory that no matter how easy you nerf this game down, these keyboard Furhers still insist on overwhelming #s.
50%, 40%..heck 10% for the white flag will never dispurse players to even out the playing feild. These guys insist that their fun is much more important than others, meanwhile the community "good guys" must follow these riddiculous code of of ethics and respect their fun or they are just looked as bullys out to spoil others fun . Why not rat out those missions? WHy not bomb HQ to oblivion just to ruin their day? IF they have no compassion for my game? why should I to theirs when it constantly interferes with my game?
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So in turn this is the reason why most of these "lone" guys are slowly trickling out of the game. The "game" ends up being not for them.
With as much concern a few months ago the whole community had with frustration of "bases are too hard to capture", the kiddies now have their toys back and we're back to square 1 of the horde situation. It proved my theory that no matter how easy you nerf this game down, these keyboard Furhers still insist on overwhelming #s.
50%, 40%..heck 10% for the white flag will never dispurse players to even out the playing feild. These guys insist that their fun is much more important than others, meanwhile the community "good guys" must follow these riddiculous code of of ethics and respect their fun or they are just looked as bullys out to spoil others fun . Why not rat out those missions? WHy not bomb HQ to oblivion just to ruin their day? IF they have no compassion for my game? why should I to theirs when it constantly interferes with my game?
This is wayyy over dramatic. "Community good guys?"
And isn't your own fun more important than others? You log into the game to have fun right? Not to make sure johnny down the street is having a blasty-blast.
I don't understand why people continue to complain about this. No one in a horde is a "bad guy," and no lone ranger is a "good guy." There are red guys and green guys, and that's the way the game is.
If you don't want to fight a horde, MOVE! Go fight elsewhere! The AvA is a blast, and the DA can be fun (sometimes) too! People act like the hordes are out to ruin their fun directly, but you are in charge of YOUR OWN FUN. Counter-horde! Go out and pork stuff! Come in at 15k from another base and pick the living daylights out of the horde! If what you guys say is true, that everyone in a horde is a "skill-less dweeb using numbers as safety," then picking should be no problem, right?
All these complaints have done is limit the game. We now can barely fly NOE, actually, on most maps it's impossible (do-able on water maps). We just removed a facet of the game, and it changed absolutely nothing.
You are not EVER going to get rid of hordes. EVARRRR! Might as well flipping adapt to how the MA has been for years, because it's going to continue this way for future years.
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I havn't seen anyone point out that the white flag may also creates more defense simply because you can also see the town is prepared from most fields as the defender.
HiTch
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SWEET, I shall impose my long awaited organization just for the intent of my own fun:
NSSCBSC. {Not So Secret Clubbing Baby Seals Club}
A place to where spies can find a good home and PM me mission details as to where they are coming. Only fair right? If the object in this game is not to avoid combat, then surely me and at most 4 other guys that decide to up to intercept shouldnt be a burden to others fun even if the odds are 20vs4. Bring on the hordes and watch the cries if this were ever to be.
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I havn't seen anyone point out that the white flag may also creates more defense simply because you can also see the town is prepared from most fields as the defender.
HiTch
Problem is by NO means by the game developers. The players have the tools in front of them to make a very satisfying game for everyone. Problem is with those tools being exploited really makes a disgusting gaming enviroment for a majority of players. So you have skills in gathering the herd to meet your objective..most dont and dont have a desire too. Seems these are the people that are having "fun" while new subscriptions that venture in the MAs are being steered in that direction of safety in #s because its the only way to surive there and honestly..it shouldnt be that way
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Trust me, THey dont want it that way. YOU do. Reasons that you get such lopsided #s is because squads like yours have 0 respect for other players in the arenas. You go out of your way to avoid confrontation with other players unless you have overwhelming numbers.
Once (most) players see that the mantra of that arena resembles AIRQUAKE and players are more interested in hording, they log. Perhaps to the other arena or in hopes that things are evened up a bit.
Although dont be so flattered to think that players are leaving "en masse" purely because of the Vguys. Your style of play just adds to the ceasepool of the gaming enviroment YOU in turn create.
Perhaps given the track record you guys have of attacking undefended targets in a full arena to hording bases when people are leaving a locked arena to running a multi-winged squad at 2am. Perhaps HTC can impliment a Varena for you guys so you can reset maps unopposed
I just resigned from the Devils Brigade the other day because I want to do my own thing for awhile. Having been a member since it was the Devils Rejects and later the V Brigade, I can tell you that your comments are not even close to being correct. Hording as you call it occurs on all countries. The Bish and Nits have a history of doing major hordes and rolling bases after base as well. It happens on all sides at one time or another. I can show you the screens shots from just the other day.. Your idea that they attack undefended targets is incorrect as well.. I think that you are using the Devils Brigade as a punching bag to compensate for your own personal issues with the game.. As many other players do as well..
I hope you find the part of the game that pleases you Sir, so that you may stop blaming other squads for you not having a good time while playing...
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I just resigned from the Devils Brigade the other day because I want to do my own thing for awhile. Having been a member since it was the Devils Rejects and later the V Brigade, I can tell you that your comments are not even close to being correct. Hording as you call it occurs on all countries. The Bish and Nits have a history of doing major hordes and rolling bases after base as well. It happens on all sides at one time or another. I can show you the screens shots from just the other day.. Your idea that they attack undefended targets is incorrect as well.. I think that you are using the Devils Brigade as a punching bag to compensate for your own personal issues with the game.. As many other players do as well..
I hope you find the part of the game that pleases you Sir, so that you may stop blaming other squads for you not having a good time while playing...
Never blamed others for being saints, but your (ex) squad really does nothing to contribute to positive aspects of the game, in fact they degenerate it as all mega squads in AH history proves to do time and time again.
Perhaps now being a loner and looking at things from the outside will give you a good perspective on how these guys operate and then come back to see if these arguments are viable in your eyes.
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SWEET, I shall impose my long awaited organization just for the intent of my own fun:
NSSCBSC. {Not So Secret Clubbing Baby Seals Club}
A place to where spies can find a good home and PM me mission details as to where they are coming. Only fair right? If the object in this game is not to avoid combat, then surely me and at most 4 other guys that decide to up to intercept shouldnt be a burden to others fun even if the odds are 20vs4. Bring on the hordes and watch the cries if this were ever to be.
Absolutely! Make that club and take it as far as you want, it takes all kind to make a Massively Multiplayer Online game. You are counter-hoarding! The only thing that will limit people in this game is how the community would view them in doing so, but this doesn't matter to a lot of people. It takes all kinds! I personally wouldn't join your club because it's against my personal values to spy, but I don't panic if someone else does. I might grumble and go "oh great," but hell, have guns, will shoot.
What would this game be without other humans acting like humans?
Never blamed others for being saints, but your (ex) squad really does nothing to contribute to positive aspects of the game, in fact they degenerate it as all mega squads in AH history proves to do time and time again.
Perhaps now being a loner and looking at things from the outside will give you a good perspective on how these guys operate and then come back to see if these arguments are viable in your eyes.
"Positive aspects of the game" is a relative term being used by, in this case, you.
I'm sure sky has different "positive aspects," as well as I and anyone else who plays this game. No one has authority to say who is or isn't contributing to the game, because everyone is. Every time a person logs in, the arena is just that much different.
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See rule #4
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Have to say, havent seen you up defending much against a 40+ man mission?
40 man missions? lol oh my god the embellishment.
Most hordes are a result of coincidence and game flow rather than intent which you heroes seem to ignore. Dar swings back and forth in quite a volatile manner at times. I'll take off with a couple squaddies at a front line base when we are at disadvantage or it is a close to even fight and 15 minutes later we are in a green horde and whiners from the other side are calling us horders. Or some squaddies and I will be defending against numbers for quite some time and things will shift over after a while and then whiners on the other side will call us horders. Lol, it's so ridiculous I can't believe any of you waste your time crying about something that is just the nature of the game. At any given time, any pilot can up at any base. At times it's just a matter of probability which team is going to have more random people take off or logging. Is this so hard to grasp? Or is it easier to just idealize a horde as a bunch of evil easy moding xbawkers who denegrate gameplay?
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40 man missions? lol oh my god the embellishment.
Most hordes are a result of coincidence and game flow rather than intent which you heroes seem to ignore. Dar swings back and forth in quite a volatile manner at times. I'll take off with a couple squaddies at a front line base when we are at disadvantage or it is a close to even fight and 15 minutes later we are in a green horde and whiners from the other side are calling us horders. Or some squaddies and I will be defending against numbers for quite some time and things will shift over after a while and then whiners on the other side will call us horders. Lol, it's so ridiculous I can't believe any of you waste your time crying about something that is just the nature of the game. At any given time, any pilot can up at any base. At times it's just a matter of probability which team is going to have more random people take off or logging. Is this so hard to grasp? Or is it easier to just idealize a horde as a bunch of evil easy moding xbawkers who denegrate gameplay?
Funny I havent seen you in LW offhours combating these guys, but by no means is it an over embellishment. I actualy find it funnier than I do annoying what seems to be common is these guys pack up the horde and go where resistance is least in sections of the map. Coinsidence?? I think not. more like retarded stategery
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Funny I havent seen you in LW offhours combating these guys, but by no means is it an over embellishment. I actualy find it funnier than I do annoying what seems to be common is these guys pack up the horde and go where resistance is least in sections of the map. Coinsidence?? I think not. more like retarded stategery
Hah, I've been fighting the devil's brigades consistently now for 2 years. Just ask them, they'll tell you how much of a pain in the arse I am. Sometimes they avoid combat, most of the time they fight it out to accomplish their objective.
You are right though, I haven't hardly played much in the past 2-3 months. Burntout^10.
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Hah, I've been fighting the devil's brigades consistently now for 2 years. Just ask them, they'll tell you how much of a pain in the arse I am. Sometimes they avoid combat, most of the time they fight it out to accomplish their objective.
You are right though, I haven't hardly played much in the past 2-3 months. Burntout^10.
Kinda figured you were headed that way Grizz. Hope you get the edge back. burnout is easy to do.
As for the rest of ya. Shut up and fly, or shut up and don't fly. It's just not that hard to have fun in this game :)
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Funny I havent seen you in LW offhours combating these guys, but by no means is it an over embellishment. I actualy find it funnier than I do annoying what seems to be common is these guys pack up the horde and go where resistance is least in sections of the map. Coinsidence?? I think not. more like retarded stategery
Strategy (I'm assuming that's what you meant to type, correct me if I'm wrong) is by no means "retarded."
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40 man missions? lol oh my god the embellishment.
Most hordes are a result of coincidence and game flow rather than intent which you heroes seem to ignore. Dar swings back and forth in quite a volatile manner at times. I'll take off with a couple squaddies at a front line base when we are at disadvantage or it is a close to even fight and 15 minutes later we are in a green horde and whiners from the other side are calling us horders. Or some squaddies and I will be defending against numbers for quite some time and things will shift over after a while and then whiners on the other side will call us horders. Lol, it's so ridiculous I can't believe any of you waste your time crying about something that is just the nature of the game. At any given time, any pilot can up at any base. At times it's just a matter of probability which team is going to have more random people take off or logging. Is this so hard to grasp? Or is it easier to just idealize a horde as a bunch of evil easy moding xbawkers who denegrate gameplay?
That is a true statement right there! It astonishes me how quickly the "green glob" will show up. I have found that most hording is a result of squads such as the muppets, 80th and the few who have PWNed the enemy all the way back to their field resulting in the "green" hyenas being attracted to the carcasses. I honestly believe there are many folks who watch the map looking for just this type of fight, and it usually motivates them to switch to "fighter mode" <-- funny stuff right there :aok
JUGgler
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:rofl
Censorship, got to love it. :rofl
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40 man missions? lol oh my god the embellishment.
Most hordes are a result of coincidence and game flow rather than intent which you heroes seem to ignore. Dar swings back and forth in quite a volatile manner at times. I'll take off with a couple squaddies at a front line base when we are at disadvantage or it is a close to even fight and 15 minutes later we are in a green horde and whiners from the other side are calling us horders. Or some squaddies and I will be defending against numbers for quite some time and things will shift over after a while and then whiners on the other side will call us horders. Lol, it's so ridiculous I can't believe any of you waste your time crying about something that is just the nature of the game. At any given time, any pilot can up at any base. At times it's just a matter of probability which team is going to have more random people take off or logging. Is this so hard to grasp? Or is it easier to just idealize a horde as a bunch of evil easy moding xbawkers who denegrate gameplay?
Well said Grizz, and as usual 100% correct Sir. :salute
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A few hours ago, there was a horde hitting a rook base from a cv and a nearby airfield with a gv spawn point. It started out as a red vulchfest, but slowly, a defending horde developed and it became a combined arms furball. As I had to go back to work (looooong lunch,) the green guys were pushing to the nearby red airfield.
It lasted a good hour and a half. I had a great time. Hordes can be fun.
On the topic of the OP, I did not look at the flag once...
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:rofl
Censorship, got to love it. :rofl
:rofl :rofl :rofl :rofl :rofl :rofl
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:rofl :rofl :rofl :rofl :rofl :rofl
Just an observation, nothing smart about it... :rofl
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As for the rest of ya. Shut up and fly, or shut up and don't fly. It's just not that hard to have fun in this game :)
No need to worry about me. I have a great time and find it nothing short of hysterical when I see this going on. What concerns me is that others dont take it quite as well as I or most do and quit out of frustration
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Well said Grizz, and as usual 100% correct Sir. :salute
Are you his fluffer, too?
As far as HiTech's question/point: as a player I have not yet felt that the white flag helps the defenders in any way shape or form. Unless a defender is alone, there is usually at least 1 defender with eyes on the town and all it takes is for a single building to be seen or an auto ack to be firing to know that the town is presently safe. PLUS, prior to the white flag it was quite possible that a building or 3 were missed and that in itself always was a Hail Mary for the defenders.
On the contrary, I feel very rushed while defending a field with the white flag up while previously I was always able to breathe a bit and take an extra minute to grab alt, sweep a wider arc for enemy gv's, etc. I think it has to do with timing. Knowing that it takes that much less time to make a field ready for capture creates a "hurry up and go" atmosphere for the defenders, imo. As a defender, I'd rather have 90+% and no flag than 50% and a white flag.
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Are you his fluffer, too?
As far as HiTech's question/point: as a player I have not yet felt that the white flag helps the defenders in any way shape or form. Unless a defender is alone, there is usually at least 1 defender with eyes on the town and all it takes is for a single building to be seen or an auto ack to be firing to know that the town is presently safe. PLUS, prior to the white flag it was quite possible that a building or 3 were missed and that in itself always was a Hail Mary for the defenders.
On the contrary, I feel very rushed while defending a field with the white flag up while previously I was always able to breathe a bit and take an extra minute to grab alt, sweep a wider arc for enemy gv's, etc. I think it has to do with timing. Knowing that it takes that much less time to make a field ready for capture creates a "hurry up and go" atmosphere for the defenders, imo. As a defender, I'd rather have 90+% and no flag than 50% and a white flag.
Grizz usually calls it like he sees it. In this case he is right on the mark.. I am guilty I guess of little ankle humping in this case.. :aok
The Muppets are my heroes.
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Are you his fluffer, too?
As far as HiTech's question/point: as a player I have not yet felt that the white flag helps the defenders in any way shape or form. Unless a defender is alone, there is usually at least 1 defender with eyes on the town and all it takes is for a single building to be seen or an auto ack to be firing to know that the town is presently safe. PLUS, prior to the white flag it was quite possible that a building or 3 were missed and that in itself always was a Hail Mary for the defenders.
On the contrary, I feel very rushed while defending a field with the white flag up while previously I was always able to breathe a bit and take an extra minute to grab alt, sweep a wider arc for enemy gv's, etc. I think it has to do with timing. Knowing that it takes that much less time to make a field ready for capture creates a "hurry up and go" atmosphere for the defenders, imo. As a defender, I'd rather have 90+% and no flag than 50% and a white flag.
I do agree. Being that a single bomber can level a town to capture with one pass renders the white flag usless in a defensive position. Guys yelling "white flag" at a town is about as relevant as the "base under attack" call for upping fighters. It goes many times unheard
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I do think that the current 50% is a bit too easy, I can get 50% down with one pass with lancs. I think 75% would be a better number. Of course the base takers are going to complain about this, but isn't the game about the struggle?
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I disagree with you. We took 5 bases the other night with 5 guys and the bases were defended.
What a liar. Defended by the one auto-ack no one else got before you got there, maybe, and 4 of the 5 probably still got killed. You're just jealous because your squad has zero impact on the game. The last time I remember seeing the DMs accomplish anything of note was when you switched sides to spy out CVs and take command to keep them from turning while your squad mates bombed them in 234s. How pathetic.
As for it being harder to deack a vbase.....
Yes, it is harder. That is a simple fact. They used to have a grand total of three acks and were extremely easy to deack and sneak. Now they're harder.
seriously man how easy u want this game to be?
Where did you see me say it should be easier?
Seriously man, take your head out of [the place you've stuck it] before embarassing yourself any further. Statistics were posted showing that fewer bases are taken now than before the new towns and bases. I hypothesized that part of this is that v-bases used to be much easier to take because they had much less ack. I'm just trying to explain the numbers. Any value judgments you want to draw from their are purely the product of your imagination.
I'm not sure how you arrive at that statement, because there are 3 glaring things going against that logic:
By looking at the numbers Lusche posted. It's not a logical conclusion, it's a statistical fact: numbers show it takes twice as many player-hours to take a base now as it did before the new town and bases. (And by "before the new town and bases" I don't mean the white flag and 50% rule, I mean compared to the OLD town, the square one without all the trees and winding roads.)
Read the chart. It got MUCH harder when the new town came in, then it backed off in difficulty with the 50%/white flag rule, but it's still harder than it was before the new town. However, as Lusche pointed out, the changes in arena setup also complicate the picture.
That just proves a lot of the Knight players are looking for fun , not a horde.
Wait - so if they leave an arena where there's about an equal amount of opposition, and go to another arena where they can enjoy a 3-1 numerical advantage and roll bases with little or no opposition, they're looking for "fun"?
You're making even less sense than usual. Impressive.
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I won't comment at this moment on the actual difficulty of capturing a base now & then, or how the percentage should be adjusted. But just for your information, this is how the various changes had influence the rate of base captures in the LW MA:
(http://img843.imageshack.us/img843/9827/basecap.jpg)
Number was derived by dividing total time played by all "active players" during a tour divided by the total number of recorded base captures.
I would like to point out that this data may not be representative of what was actually occurring. The first part of the graph looks flat line giving the impression that variability seen in the later part of the graph was not present. This is a dangerous assumption. Data points are missing and without all the data points there is nothing to suggest that changes in the latter part of the graph resulted in any change at all in player hours per capture.
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What a liar. Defended by the one auto-ack no one else got before you got there, maybe, and 4 of the 5 probably still got killed. You're just jealous because your squad has zero impact on the game. The last time I remember seeing the DMs accomplish anything of note was when you switched sides to spy out CVs and take command to keep them from turning while your squad mates bombed them in 234s. How pathetic.
Yes, it is harder. That is a simple fact. They used to have a grand total of three acks and were extremely easy to deack and sneak. Now they're harder.
Where did you see me say it should be easier?
Seriously man, take your head out of [the place you've stuck it] before embarassing yourself any further. Statistics were posted showing that fewer bases are taken now than before the new towns and bases. I hypothesized that part of this is that v-bases used to be much easier to take because they had much less ack. I'm just trying to explain the numbers. Any value judgments you want to draw from their are purely the product of your imagination.
By looking at the numbers Lusche posted. It's not a logical conclusion, it's a statistical fact: numbers show it takes twice as many player-hours to take a base now as it did before the new town and bases. (And by "before the new town and bases" I don't mean the white flag and 50% rule, I mean compared to the OLD town, the square one without all the trees and winding roads.)
Read the chart. It got MUCH harder when the new town came in, then it backed off in difficulty with the 50%/white flag rule, but it's still harder than it was before the new town. However, as Lusche pointed out, the changes in arena setup also complicate the picture.
Wait - so if they leave an arena where there's about an equal amount of opposition, and go to another arena where they can enjoy a 3-1 numerical advantage and roll bases with little or no opposition, they're looking for "fun"?
You're making even less sense than usual. Impressive.
Quoted for awesomeness...
Crush, DMGoof is what he is. They say "Don't argue with a pig. You both get dirty, and the pig likes it." I have to say though, that you were correct.
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What a liar. Defended by the one auto-ack no one else got before you got there, maybe, and 4 of the 5 probably still got killed. You're just jealous because your squad has zero impact on the game. The last time I remember seeing the DMs accomplish anything of note was when you switched sides to spy out CVs and take command to keep them from turning while your squad mates bombed them in 234s. How pathetic.
Their squad has 6 captures this tour, and I've defended against them. 3or 4 guys against 5-6 of them. While I did get HOed a number of times :P they did get the base I was at.
As far as their squad NOT having an impact, LOL!!!! I know a couple hundred people who would rather run with the DM's and have their reputation than EVER run with a squad that has a reputation like yours does. The only impact your squad truly has is that slimmy feeling we have under our shoes after running all over you.
Wait - so if they leave an arena where there's about an equal amount of opposition, and go to another arena where they can enjoy a 3-1 numerical advantage and roll bases with little or no opposition, they're looking for "fun"?
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WOW! you have those blinders on nice and tight today don't you. YES, many leave a situation like you describe. Why? because if your choice is to fight in the horde your own country has going, or fight against Horde A from one country, or horde B from the other country, it is often a lot more fun trying a different arena. I love how you guys see everything in black and white, with you guys there is no grey. I'm happy to work in the grey areas, land grabbers have a place, as well as fighter and GVers and score padders. I don't fly over Tank Town and carpet bomb the GVs, nor do I take out FHs near a furball, I have no problem letting other people have their fun too. You guys on the other hand want it one way, your way, and screw the rest of the people playing.
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This is starting to degrade fast. So time to close.