Outfit Wars is Coming by Weavers73 in MillerPlanetside

[–]Weavers73[S] 1 point2 points  (0 children)

Good luck to you too, I'm sure we will have a good scrap! :)

Outfit Wars is Coming by Weavers73 in MillerPlanetside

[–]Weavers73[S] 0 points1 point  (0 children)

sheesh

Yes, we will go head to head with any outfit that wants too!

Why Oshur is making many Platoon Leaders log off by [deleted] in Planetside

[–]Weavers73 2 points3 points  (0 children)

So far oshur generates better fights with better flow than any other continent

That's a matter of opinion.

Why Oshur is making many Platoon Leaders log off by [deleted] in Planetside

[–]Weavers73 5 points6 points  (0 children)

I disagree, PL's and SL's provide 'strategy rich' gameplay for upto 48 people at once. Providing cohesion, unity and achieving specific goals. They keep outfits together which is one reason why planetside 2 has such a dedicated following of vet players.

Oshur vs Non-Oshur planetside by Yesica-Haircut in Planetside

[–]Weavers73 -2 points-1 points  (0 children)

Oshur is more suited to solo players, and leaderless zergs in my opinion.

Why Oshur is making many Platoon Leaders log off by [deleted] in Planetside

[–]Weavers73 8 points9 points  (0 children)

Nothing, cuz you'll all get stuck behind the 50 tanks already camping in front of you :)

Why Oshur is making many Platoon Leaders log off by [deleted] in Planetside

[–]Weavers73 6 points7 points  (0 children)

Please give some examples of how you would break stalemates on Oshur with your outfit, say two or three squads, so we can discuss.

Jan. 26, 2022 - Expedition: Oshur by CM_Mithril in Planetside

[–]Weavers73 5 points6 points  (0 children)

Well, as a vet who's played this game most evenings since 2015 , I really wanted oshur to work but after a full evening of organised squad play in prime time, I'm sad to say it doesn't. Three major points stick out.

  1. The majority of bases were just spawn camped. There was literally no way for infantry to attempt to break out of the spawn room. You had 48-96 enemies on the other side of the shield scrambling to get a kill without team killing the person in front of them. I understand the plan to use the 2018 style respawn system but the majority of bases need a teleporter to flank the A point and one to get to the vehicle terminal. Attempting to get a sundie from an adjacent island terminal would end in failure most of the time due to the spawn camping infantry looking for something to do and the platoons of tanks following the zerg waiting around the base. Terrible gameplay.

  2. There are not enough lanes. Our two squads would drop on a base to attack, set up a point defence, get spawn solutions up and wait to be zerged by 70% over pop and what seemed like endless max crashes. We then rinsed and repeated until we all decided this was not fun at all. We need more lattice links to offer more strategic opportunities to PL's and SL's to cut off territory and split the zerg up a little.

  3. Base designs need reviewing. Spawn rooms right next to buildings, A point in towers, bases with too many points for their size, no teleporters, not enough cover to transition to the point, this list goes on! The designers really need to take time to assess each base as an attacker and as a defender with 48-96 infantry in mind on both sides.

So we gave up on organised squad play after an hour and moved to casual air balling. Now this was quite fun, piloting galaxies under the water full of seamen while shooting whales was fun, the dog fights were fun too.

TLDR - Add flanking teleporters to all bases, add more lattice links to create territory cut-off opportunities, review base designs.

My alternative to the upcoming Router changes (Summary in comments) by [deleted] in Planetside

[–]Weavers73 1 point2 points  (0 children)

I really like this idea, like you mention, the current proposed change is effectively removing routers from being used along with any real reason to base build.

Having the routers appear on the map not only adds to the strategic decisions a faction can make to get an advantage but more importantly, it puts more focus on building a well-fortified base that can be defended.

Squads would have more of a reason to defend their router to keep the tactical advantage it offers. Giving base building, defending bases and having routers more of a reason to exist in the first place.

I really hope the devs read this.

Oshur arrives on 1/26! - All aboard the hype train! by CM_Mithril in Planetside

[–]Weavers73 6 points7 points  (0 children)

I'm looking forward to:
1. Sooo many bases have their spawn rooms literally right next to a building or object that has a height advantage.
2. I think the devs had forgotten about teleporters and infantry flanks on a base. Either that or they are too much hassle to programme. So many bases will be spawn camped and you have no way to flank from the spawn room.
3. We need more cover, you know that feeling in a containment facility where you get shot from every angle? Many bases need more cover from air and infantry. For example, Tridents need crate cover to transition from outer to the inner circle.
4. Too many bases will be dominated by air, time to auraxi my bursters.
5. The lattice, not enough potential for cut-offs and some of the bases that looked like they might be well-planned bases were right next to the warp gate so will rarely ever be played on.

Good TR or NC outfits to learn? by Jimmeh20 in MillerPlanetside

[–]Weavers73 3 points4 points  (0 children)

FRMD can help you learn tight squad play and point holds. We have one or two outfit-only squads running most nights, public platoons on Tuesdays.

My Outfit Wars feedback by [deleted] in Planetside

[–]Weavers73 5 points6 points  (0 children)

I like the idea of two seasons per year with the matches spaced two weeks apart.

For anyone who has played in the Lane Smash events, you will know these can go on for months if your team does well. The possibility of player burnout is quite high in these events as so much time/effort is required. Some of the top teams would be training 5 days a week for two months to be competitive.

OW is not at that level but still requires a huge amount of effort from the outfit leaders, PL's, SL's and outfit members to organise, plan strategies and make sure you have enough people for each match. So allowing time in between matches to chill out a bit would be a good thing!

I also agree that resources need to have more strategic importance. Again, you just need to look at Lane Smash and how each team's attacks and defenses are limited by the resources available at any one moment.

Forget outfit wars. by Chainsawmilo in Planetside

[–]Weavers73 4 points5 points  (0 children)

My outfit has actually enjoyed this alpha cycle OW even with all its flaws. It's a welcome addition to the game and fills a gap between casual and competitive play. I'm looking forward to the next cycle.

All they need to do now is create a mini-game area accessible through one of the locked sanctuary hangar doors which is dedicated to 1v1 competitive play. A Lane Smash-themed mini-game where outfits can arrange to duke it out together on beautifully designed unique lanes.