[Suggestion] How to fix the zerg

Discussion in 'PlanetSide 2 Gameplay Discussion' started by myrmexaw, Dec 13, 2012.

  1. NullPointer

    Well, then assign a fixed amount of XP that can be doled out and that is shared equally among all defenders. Do the same for attackers. That way there will be an insignificant amount of XP earned by the individual zergling and thus zergs will be disincentivized.

    Having said that though, there is nothing wrong with a zerg. Strength in numbers is a long known effective military strategy. The problem is that no one is defending conquered territory. And furthermore, big epic battles is what is attractive about this game.
  2. helloworldy

    Let's forget TK for a moment. All we need to do is give lone-wolfs reason not to be in a huge zerg. What if you'd get double the EXP capping smaller or adjacent base with less than x number of people? Too many people and you get regular EXP. To further enhance this front-line thing you could perhaps triple it if the base is two hexes away from the closest base. However, it would only work if the second front-line base is currently being captured as well. If not, you would get not bonus EXP. This way it would encourage an even flow. If one hex has been captured, people have incentive to capture all the front-line ones connected to the furthest forward hex. So, all three factions want to capture front-line bases and systematically push forward.

    Not sure if you get what I mean.
  3. Ganelon

  4. Dkamanus

    When we talk about Zerging, if its infantry, it isn't THAT bad, specially with so many weapons that deal effectively against them. But what does one do when there is a 20~30 Magrider/Vanguard/Prowler Zerg? Or the same numbers in an arieal fight? These things should be used more to support ground infantry then be used as HUGE zerg. It is so ******* stupid to me, as a dedicated Vanguard player, to actually pull 4 fully upgraded vanguard, all manned up, with LOTS of firepower, with dedicated engineers and sunderers with repair and ammo points to simply be wiped out by a force that outnumbers our tanks 5 to 1, mostly consisting of cannon fodder tanks.

    This takes the whole strategic layer out of the game. Actually having 3 or 4 dedicated Tank columns with players communicating with others is something acceptable. But getting 30 players to each grab a MBT and CRUSH everything thanks to the massed firepower (not even focused, massed) it really makes me wonder how this will keep going until people realize there is no strategy involved in this? And the game is still favoring this compared to PS1.

    No, it's not a "PS1 vet with a grudge against PS2". It's a PS2 player who feels vehicles aren't supposed to be used as a Zerg Force. If My force, albeit smaller, is more organized, it should give enough trouble for the zerg to stop, at least. I do think still that adding certifications costs to vehicle driving are needed. Either that or a HUGE increase in resources spent on vehicles, in order for each loss not to be replaced so easily. The way people spam tanks, they are huge coffins, for sure.

    There is no "higher coordination" when a player says "TO TAWRICH!" and moves towards it and all the lemmings follow behind. "Superior" communication is actually moving tanks between each other, making them survive 30 to 1 hour before losing them, because your outfit though it would be wise to actually create a tank column, not a zerg column.

    Make it so:

    MBT - 400 Certs to drive
    Lightnings - 200 Certs
    Flash - 25 Certs
    Sunderer/Galaxy - 50 certs
    Mosquito/Scythe/Reaver - 200 Certs
    Liberators - 400 Certs

    EVEN MAX units, make 100 Certs to be able to use. I Main Vanguards and MAXes, and I would GLADLY pay those certification requirements if it meant to kill this STUPID vehicle zerg, where just another VEHICLE zerg can destroy. Dedicated drivers? No problem, but not this.

    TL,DR: Infantry Zerg - Fine. Vehicle Zerg for non-certed vehicles - Kill it now!
  5. RamenTheDesertNoodle

    Yes it is a symptomatic fix. However people work on a reward base. Right now uncoordinated Zerging is more profitable than actual teamplay. It's time to make it hard to play by yourself. I'm not against Zerging a well organized army with command structure is very awesome and something to behold. But that doesn't happen no one followed orders because they get nothing from it. Make it more profitable to follow orders and less profitable to not do so. Yes it imperfect but it will work if implimented
  6. Drfaultedpro

    One thing is to make bases actually able to be defended. I think they could add a system to add defenses if enemies mass in the territory in front of it.
  7. LordMondando

    as i've said before, regular artillery both mobile guns and motars are worth looking into as well.
  8. IamDH

    If people didnt like zergs. There wouldnt be a zerg


    Orbital strikes would be nice
  9. Littleman

    Zerging is kind of this game's selling point and is effectively impossible to shut down. SOE could encourage players to spread out and even the odds on fronts by making exp/resource bonuses and penalties fluctuate based on the hex/region populations as opposed to global and continental populations, but there's no real method of beating the zerg without hardcapping numbers in some way, which pretty much just plays into EA's favor.
  10. PapaMojo

    We would like huge fights with less people please fix SoE.

    Edit: Dang I should have looked more closely. /brushes grave dust off of self