Why are Zergs rewarded so greatly?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Codeak, May 29, 2013.

  1. Codeak

    lol well then the largest group unorganized or not wins.
  2. Lafladitu

    As many of you say Zergs can be defeated by tactics. if you get spawn camp respawn at a close by outpost and attack the enemies rear or flank with AV weapons. It is all about draining enemy resource pool, so they can't pull their heavy guns.
    Air superiority is another key to defeat a zerg, although it is risky with all the buster maxes and lock on's, hopefully the ESF update will make some wanted changes for the Air units
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  3. Boomotang

    Hopefully the resource revamp improves a lot of this too.
    • Up x 1
  4. Basti

    Thats not true.

    Heck, we hold Helios against double, if not triple the TR pop, simply by focusing lancer fire. They couldnt get a sunderer close to us, or any tanks or air.

    In the end, a friendly outfit came along to help us out. We were still outnumbered, but because of their help, crushed the attackers and send them back home.
  5. Codeak

    psh yeah right kid psh
  6. LahLahSr

    1) Ambush style tactics is a force multiplier
    2) Attacking form multiple directions is a force multiplier
    3) Using combined-arms is a force multiplier
    4) Fighting with a sufficient level of support (ammo+heal+repairs) is a force multiplier
    5) Organization and plans of attack and defense is a force multiplier
    6) Exploiting terrain features and cover is a force multipler

    Short of unique circumstances, the aggregate force multiplier is rarely above 2. In other words, any-sized group will never really be more effective than twice it's own number. Even 2 X 20 will never be more than 40 and against 120 that number means bupkiss.
  7. Bill Hicks

    Somebody wanted that COD money.
  8. DeltaGun

    You used PSA... so you're announcing a question? That's odd.

    You're absolutely right, though. A zerg can only be defeated by a larger zerg.

    12 people may defeat 24 people in PS2. 24 may even win against 48 less organized players.

    But 48 people are never going to be able to defeat 100 players. That's an endless supply of dozens of tanks and Sunderers that you couldn't possibly kill fast enough. For every infantry you have in the base defending it, there will be one tank camping your spawn and every angle in the entire base will be instantly shot from every direction by vehicles. The only thing that is going to be able to kill 100 players is about 100 players of your own with the same number of tanks, too. 100 infantry aren't going to go far versus 100 tanks.

    Solution? Add more bottlenecks for Vehicles, and in some cases, infantry. Currently, only Amerish really features bottlenecks where the enemy can only fit so many vehicles and infantry in one place until the extra become somewhat diminished in effectiveness. This is due to the extremely restricted terrain, which often only allows one narrow angle of attack.

    Another way to limit vehicles is more obvious but repeatedly shot down by the Devs. Limit vehicles by... wait for it... limiting vehicles. Decrease the vehicle resources available on the map. When you lose the tank, you should lose the tank. You'd to earn the resources to get it back through a hard fought infantry battle, versus that 48 dug-in veteran infantry that are going to rip your vehicle camping *** apart.

    The third, and best, and easiest to implement, solution is to increase the respawn timer so that if the defenders can maintain a high K/d, then the attackers will be too busy waiting at the death screen to take the base.
  9. Bill Hicks

    Its not about zergs the real question is:

    organized, skilled play VS disorganized play.

    Does this game give us the tools for a smaller force to defeat a larger force?

    The classic crown was a good example of a smart design. Infantry are the only unit in the game that can exploit every bit of geometry this game has. This is why poor base and terrain design hurt infantry the most. Vehicles got nerfed because of the COD inspiration Sony took. PS1 base fights were probably too long. But this swing to the extreme of offense or nothing style has ruined balance.
  10. buckthesystem


    Another factor too imo, is that respawn time reduces that force multiplier. It's all good getting the drop on a force twice as large as you but they're back onto you in less than a minute, now knowing your tricks. So it only helps for a very short time that has little overall gain.

    Someone in this thread (or possibly another) suggested longer respawns based on hex pop. That way a small force could be a lot more effective as every kill they get keeps the enemy off the field longer than the smaller force. This could help balance the zerg encounters and reward small teams for smart play. outright numbers versus unorganised small teams will still stomp the smaller team but if organised, the smaller team can punch above its weight. when numbers equalise, so do the respawn timers.In larger battles it makes your life a lot more valuable if you have a minute respawn in that hex.

    You could always spawn a hex back quicker and drive/walk/fly back and that would be great too as it can set up some truly huge battles where teams can ambush reinforcements dribbling in from nearby bases, spreading out the battle over a larger area. Even in a lattice system, you would then have a lot more tactical options.
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  11. DeltaGun

    This x100

    This is the critical component that PS2 is lacking.
  12. patricio_z

    Really easy, give every player on the outnumbered team an HP or damage increase bonus proportional with the hex pop difference, less enemies but tougher ones, that should balance thing out nicely...this solution is not precisely rocket science ...
  13. JudgeDeath

    How come you expect a large number of enemies to be "easily defeated by tactics" ? What is that based on ? Afterall the enemy has a ton raw fighting power simply due to those numbers.

    Tactics do work against zergs as against anything, allways has and no reason why they allways wouldnt. You simply cant expect to go into heromode and fight off multiple platoons as one squad.

    You still need numbers to be able to dull the attack and there is nothing wrong with that.
  14. JudgeDeath

    Artificial ******** like this was bad even back in WOW when they tested it out ... It would be really crap here too.
  15. Stew360


    why ? because Zergs mean to many peoples into a single area , it broke the servers response and it broke the hit registration a lots , it broke the infantry draw distance , it broke a lots of stuff but the zergfits dont care about proper hit registration since they kills you with 100 + man shooting in the same direction lol

    this is basically why because it hurt performance , hit registration , servers response , players draw distance and so on thats why
  16. patricio_z

    Did WOW suffered the same pop balance issues as PS2?? if so how did they solved the problem?? because as much as I like lattice, I have to admit that right now is, Zerg or be Zerged...they need to find a way to even the odds a little, because you say tactics and organization can give the edge... but what happens if the "zerg" is also organized?? because you know, big outfits loves to zerg... then you are screwed...
  17. LynxFury

    Zergs do have some minor downfalls such as their concentrations allow bland spamming of pods and bulldogs and opportunistic drop pods that find targets. If the game ever introduced artillery there would be an even better reason to dispersed the Zergs.

    Another means that could be used but is not in the game at present is via resources. Imagine a system where the resouces depended on relative position to the bases (or lattice nods).

    A none lattice hex limited to a squad for example
    A lattice nod limited to 2 squads at a minor base hex
    A major nod hex limited to a full platoon at a major hex.

    If for example a major base could only provide a single platoons worth of resources, and resources would be split up if there were more than that in the hex (2 platoons in major base hex gets -50% resources that supply round).

    There'd still be huge battles but there's be a resource cost for long duration high concentration of forces in a hex that couldn't support that force.
  18. tugernut

    i havent seen the real reason said yet
    so ill say it

    wanna know why you see so many zergs and why they are so effective?

    its simple , bc av weapons throughout the entire game are too weak, why are they so weak ?
    bc the majority of the player base wants to get in a tank , steam roll , get large amounts of kills , never die , and rack up certs and base captures..
    so soe has catered to them since day 1 of tech testing , ive been here im telling you this from 1st hand experience.

    anytime a weapon works , its yelled to nerf nerf nerf its op , so guess what they get their money and dumb the weapons down.

    why should a tank take 5 rockets ? why should a sunderer take a small army to be destroyed ? why are tank mines now the most un usable items in the av section and the size of a dog and visible from over 100 meters away especially with night vision , why will it soon take 5 c4 blocks to kill a tank?
    if you answered bc of all the QQ from players you are correct!

    dont think im correct? look at the game from a pilot ( esf gal or lib ) perspective
    1 have a dual burster max , fully certed with extended clips - better hope your full gal doesnt come close
    if that same max fully certed tries to take out a sunderer with the best availible AV in will be creamed - the av weapons are too weak!
    The majority of players dont see the balance issue there so it will only get worse.
  19. Stew360


    Wrong Zergs come from starcraft it was basically a flood of basic unit striking all at once ,AT the same objective it as nothing to do with knowing what they do or not

    The term "Zerg Rush" or "zerging" has entered video gaming jargon to describe sacrificing economic development in favour of using many low-cost and weak units to rush and overwhelm an enemy by attrition or sheer numbers. The tactic is infamous, with most experienced RTS players being familiar with the tactic in one form or another

    TE is one of the best exemple of a Zergs , BCP is basically the one who controle the Zergs he do not split hes squad leaders to do different objective he basically call everyones out on the same objective in overwhelming ways this is a zergs a true zergs , its a tactics its a cheap tactics but it is one tactics and not eveyones use it and randoms players arent a zergs

    Having randoms doing anything around isnt a zergsrush at all , its just a massive chaotic BS nothing more lol


    Actually the zergs follow players point and click , Zergs is simply overwhelming numbers of basic unit striking at once on the same objective

    Here are great exemple of Zergs

    I hope after thats peoples will understand better whats is a Zergs , the Zergs in star craft are lead by point and click from the player here the BCP voice lead the Zergs to achive X and Y objective





    Focus fire from a zergs ,

    Winning by sheer numbers is Zergs




  20. Ashnal

    What do you mean? Zergs can easily be repelled if you are willing to use the right approach, at least, attacking zergs can. You should always strike at their sunderer AMS. Whether it be by taking a couple of Harassers, Tanks, ESFs, Liberators, suicide engies or LAs, there are a lot of methods to take out an attacking sunderer AMS. If you truly want to fight the zerg you have to cut them off at the source.