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Author Topic: Lightning War is.. still awesome  (Read 12150 times)
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LeoPhone Offline
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« Reply #40 on: March 25, 2010, 08:25:51 pm »

and how is one infantry man gonna survive vs t17?
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #41 on: March 25, 2010, 11:47:17 pm »

and how is one infantry man gonna survive vs t17?
70 pop of armor is quite likely to insta-gib the T17.
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BigDick
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« Reply #42 on: March 26, 2010, 01:46:51 am »

I dont see how Bigdick can think capping at the beginning is unimportant,

Is that some kind of irony? Irony does not work in the internetz

capping at the beginning is always important. you get more pops earlier in the game than the other team

no its not very important

Defense:

pop counter starts not before opponents are on the field
its way more important to use your engies grens etc. to build defenses than running arround to cap something
u can do that later after positions are secured

Attack:

you can not cap much at all because opponents hold probably a good frontline that has to be soften or boomrushed before you can think to cap something

R-Mode:

capping does not count at all until other players are on the field

ME

spreading out units and wasting time to cap something instead of reaching good positions laying mines etc. or getting your opponent befor he can setup his stuff is much more important than spreading out your stuff before the first engagements
you can use almost dead squads after first fights to cap your territory

popcap grows extremely slow at the beginning so it does not matter if you hold just a bunch of sectors and your opponents capped their sectors from spawn
but it matters if you can get a strong hold around important aereas or setup wire/tanktraps/mines
and capping shows your opponents the unit movement of your team without even listening to fow
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Smokaz Offline
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Posts: 11418



« Reply #43 on: March 26, 2010, 01:51:00 am »

Most games I dont win in a short mount of time, the enemy team sends at least 1 fast unit to middle to see you put down those mines. Unless you are there way before them, you are unlikely to get much digging in done. Blitz also gives much more offensive orientated buffs other than battle hardened. 

As for R-mode not counting.. They actually have to CAP territory you know. If its already capped, this is slowing them down. 1 infantry squad can block someone from capping 2 sectors if placed on the border, meaning they have to find this squad without being killed and then actually force it to move.

Its all about playstyle and personal preference in the end, I dont expect people to not rush a jeep/m8/stag to middle to spot, I expect them to do precisely that in a ME. Wind always rushes in his staghound, potter always sends his jeep.. I always rush a bike. It's too easy to get raped in the first engagement if you dont at least try to force him to put mines/goliaths and demos outside of your LOS.

Imo the good positions part is sketchy as well. Perhaps this works if you aim for indirect fire superiority. Only wehr grenadiers can sit in green cover and camp and expect to win fights, mp44s/flamethrowers/volks/mp40s etc etc are no good sitting in good cover. And if he can kill your mg in the open, you can be damn sure he is able to kill your mg "in cover". Tbh its very very seldom I see players actually attacking units in cover. They just go around them.
« Last Edit: March 26, 2010, 01:57:55 am by Smokaz » Logged

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tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #44 on: March 26, 2010, 10:11:30 am »

I dont see how Bigdick can think capping at the beginning is unimportant,

Is that some kind of irony? Irony does not work in the internetz

capping at the beginning is always important. you get more pops earlier in the game than the other team

no its not very important

Defense:

pop counter starts not before opponents are on the field
its way more important to use your engies grens etc. to build defenses than running arround to cap something
u can do that later after positions are secured

Attack:

you can not cap much at all because opponents hold probably a good frontline that has to be soften or boomrushed before you can think to cap something

R-Mode:

capping does not count at all until other players are on the field

ME

spreading out units and wasting time to cap something instead of reaching good positions laying mines etc. or getting your opponent befor he can setup his stuff is much more important than spreading out your stuff before the first engagements
you can use almost dead squads after first fights to cap your territory

popcap grows extremely slow at the beginning so it does not matter if you hold just a bunch of sectors and your opponents capped their sectors from spawn
but it matters if you can get a strong hold around important aereas or setup wire/tanktraps/mines
and capping shows your opponents the unit movement of your team without even listening to fow

I think you have missed the point here.

Capping is not the most important thing at the very start of the battle, but very quickly becomes important. In order to gain more territory than your opponent, you must have control of more of the map. This is usually done by flanking and pushing back the front lines.

If the axis are able to speed right up to just outside of your spawn, and spawn buff, the front lines are now at your front door. In order to cap any territory, you must be able to push back the front lines. This is not imposable, but it takes time. During that time, the axis are getting even more pop added to the already inflated opening pop and boosting their defense. Meanwhile the allies sit at 25 pop trying to bust through the lines.

Increased speed and extra pop appears unbalanced to me. It may also explain why it is almost impossible to get a game as axis in the last 4 days. A week and a half to two weeks ago the launcher was packed.....
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Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #45 on: March 26, 2010, 10:29:49 am »

Eh... We've always had that problem. There's a very small amount of the community that prefer to play allies over axis. I hardly think any super duper axis doctrine has created even less allies.

Quote from: Wolster
*had to quit playing allies cause he was getting physically sick from having to play allies in eirr*

So yeah. Axis fanboys.
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