(edited by nerovergil.5408)
Anti Zerg solution
That’s a horrible idea. Coordinated groups can take down zergs twice/three times their size under the right guidance. Flat out doubling stats will make the combat horribly broken and will likely produce many cries of “GTFO noob ur buffing them”
Too radical. It would break the game.
I personally don’t see any other solution than to cap the population on one map to 50. Only way to keep blobs as small as possible and give low population servers a honest chance.
You’ll basically be 1 shot’ing zergs with glass cannon eles or condi engi’s ticking for 5k per tick.
I agree the outmanned should be more than exp (as we are 80) and crappy boosters. As outmanned basically means … GL and GTFO the map presently. Seriously, if a zerg approaches a T3 keep. 4 guards with sup ac’s (while you may believe can) … cannot in fact stop the train.
Outmanned buff as it stands right now – is the first deterrent to players, preventing them from staying on a map. Which coincidentally doesn’t help the situation at all.
outnumbered buff.
If server A has 100 players in 1 map, while server B has only 50 players, that simply give the server B players godly strength buff.
1 server B players Health and atk power (stats,etc) was doubled (because the different is double, if the different is less, the buff is less). He can now single handedly fight 2 server A players like a 1v1 match.
For example, the server B player was a thief! if before the buff his hp is 15000, after the buff, his hp will be 30,000!
his normal 8k damage will be 16k damage!! wow thats scary to fight a small population server!
I have a very serious question for you involving a true scenario and a strategy.
On our server we do not have off time coverage but we are relatively good at NA prime time on weekends which tapers off as the week goes by. Whenever we face a server which is roughly equal to us at prime time, can que 2 maps on reset nights and maybe following day, what we do is we win our fights and repeatedly keep wiping our opponents to the point where we make the other servers fairweathers quit until the next match. Keep in mind we always start with same numbers as the maps on all sides are qued equally for everyone.
After the fairweathers quit, we often build up a prime time lead in order to make up for our lack of off-time numbers. Yes, to the point of nasty spawn camping etc. so they run and dont come back. This is purely intentional but it is often the only way for us to win. It does become a zerg vs a smaller zerg, but it is a strategy. If our opponents are good they obviously wouldnt be spawn camped and wouldnt quit.
So how would you impliment your idea without invalidating our strategy to simply beat the opposition early in the match-up ?
I think a better solution is to just not allow people to enter door portals into bases while their in combat.
This basically forces people to either sit in the structure or be near it if they actually want to defend it.
I’ve been apart of a organized group of 25-30. It comes down to the person commanding and how good the people are around him. Pug wise its hard to do anything outnumbered badly. Most of the time you have people not on teamspeak/ uplevels(rallybots) ect.
I figured it out. After having my orange juice.
The anti zerg solution is …. (drum roll pls) a choice to not zerg.