UnikromParticipant8th June 2017 at 9:55 amPost count: 3
I’ve heard some talk recently that struck a cord with me. Largely because it was based around strategy and the utilization of troops. Honestly what I heard bugged me a lot.
I’ve been around for a long time. I’ve played Planetside 1 & 2 off and on for over a decade now. During that time I ran with a number of different outfits on all 3 factions. And I’ve seen the best and the worst that this game has to offer.
The best advice I could give people regarding this game is to not focus so much on traditional tactics and maneuvers. It’s not going to do you any good at all. Traditional tactics and strategy relies on individuals to act as a real life army. Which isn’t going to happen on either side no matter how hard you try.
Here are some key things to remember:
1) If you attack any enemy base that doesn’t have a lot of activity during an alert you are going to get pop dumped. It may not be immediately either. Some groups like to wait until the last moment to drop in.
2) Static defenses only hold as long as the enemy doesn’t have the courage or organization to push. So defending outside with a reaction force to handle a point flip behind you is more likely to succeed. As the attackers push harder the defense can move back as needed and prolong the fight.
3) Splitting your forces can be a useful way to determine how awake the enemy is, who is redeploying to defend bases, and forcing the enemy to split their own forces. “Winning” isn’t always about defeating the enemy as much as it is about giving your empire the opportunity it needs to push on a difficult objective or finding out what groups are active so you can figure out how to best counter them.
4) The Zerg armies are very single minded. They are looking for the next fight. Beyond that they don’t care. That being said the Zerg can be guided through Sunderers. If you want to stop a Zerg you don’t worry about the troops. You focus on the spawns. You can also get them to swarm non-essential areas or unconnected bases by baiting them into a fight.
5) A Bio labs generator and spawn should be taken down before ever touching a point. Bio labs draw the farming outfits and other “l33t” players who are only focused on stat-padding. Unless your objective is to get a brawl going that’ll tie up a massive number of people you need to disable to Bio before the enemy realizes you’re there.
6) There are 4 key things that will win or lose a fight: Teamwork, Aggression, Communication, and Tenacity. Which ever side has all 4 is going to win.
7) When a point has been over run at a base and the enemy is dug in the best strategy is to pull out. Then come back from the connecting base and set up soft spawns outside while hunting and destroying the enemy soft spawns. Then sweeping in and clearing the point from there.
8) When your team is flying in a galaxy or driving in a sunderer it is always best to hold fire unless you get fired on. Unless your goal is to draw fire.
9) The VS on Connery are largely a very organized group. They don’t run a lot of public squads and have a number of organized and skilled outfits. They tend to focus on VP generators during alerts. They tend to respond quickly to threats during alerts. Once you clear them from a base they tend to come back in aircraft before switching to tanks and spawn points to push back to the base they got kicked from.
10) The TR on Connery are pretty organized and run a lot of public squads. There are a number of large groups that run organized outfits. They tend to focus more on bases than VP generators during alerts. They respond to threats during alerts but they usually don’t show up in force until it’s getting down to the wire. They have good pilots but they tend to gravitate towards tanks and harassers more.
11) The NC on Connery are largely disorganized. There a couple outfits that try to organize a little but it usually is something along the lines of “OK everyone fight in this area”. They focus mainly on bases during alerts. They actually respond fairly well to threats during alerts but usually with not enough population or to late. There are some good pilots but they tend to do better with armor. At least when they are supported.
12) Above all watch your map, study how the enemy is moving, learn the bases they always go for, and plan your strategy accordingly.
That’s just a few things but I’m willing to post up some more stuff if ya’ll want. I’m trying not to step on toes here. Especially since I’m still fairly new. If ya’ll want I can provide a lot of insight, suggestions, and advice regarding a lot of stuff with organization that I worked on for the old outfit I was in.
MadDog MorganParticipant9th June 2017 at 7:45 pmPost count: 2
Thanks Unikrom, a lot of useful tips.
RE: Biolabs, yes a lot of players are not aware of that biolab cap trick.
1) Take down the generator, 2)take down the SCU, 3)flip A B C.
The timer is fast when you flip all three points. By the time they look at the map and see their biolab ticking down they can’t direct spawn and are unable to mount a decent attack from a satellite base in time. That is the ultimate ghost cap.
Bishop341BKeymaster16th June 2017 at 3:32 pmPost count: 160
Nice Uni – all makes sense.
Don’t worry about toes 😉
Yeah – biolabs – everyone in ZE7A should be aware that, in an ideal world, we hit the Gen > then SCU.
The ideal world often doesn’t exist though, and any number of random public players will flip any of the points while the Gen/SCU is counting down, at which point now, with the faster timer, hit all the points and hope.
Again, if FPS Korea are anywhere around, they’ll be trying the back-cap to force you to hit a point and complicate matters.
It’s not often I see a text-book BioLab cap, but they can be done.
On the leadership ideas front – Perx is always happy for someone else to stick their hand up for Squad / Platoon lead during Ops so he can go Jackhammer Heavy Shitter crazy 😉
So if you want to put some of this into practise, just give a shout during Ops briefing & you can take the helm for 30 minutes, and hour, whatever you feel like. All good.
If you want to write anything up – awesome. We can stick the above, and anything else that you write, into the Strategy & Tactics section of the Battle Library.
If you want, I’ll hook you up with an Editor login for the main part of the website if you want to do it yourself – or happy to copy/pasta for you & set the pages up, with attribution to you of course for the content.
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