Thursday, November 21, 2013

An alternative to zerging


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 By applying the methods here, we took almost everything in our borderlands against SOR and MAG at our offpeak time, meaning when we had at least 1/3 the number of SOR or Mag but pressured them off.

The Zerg

A group of players stacking and following a commander.  This means is one of the best ways to win in wvw.  This group is fully stacked, coordinated, and a great fighting force.  If this group is supported by one or two teams of 10-15 players, it can push and take stuff faster and scarier than anything in this game.

However, many players find this means of fighting boring, too lagy, and extremely unfair and became the excuse of why a server wins.  i.e. that server has more players and coverage.  That brings us to this issue, what is the alternative to zerging?

Coordinated Teams

Teams composed of 15 members working together under a common goal to hit different targets on the map at the same time and commit to it regardless of losing stuff.  If your map is queued, you can have 6 teams of 15 and 1 team of 10.  That gives you 7 teams to hit different targets at the same time and commit to it until it is taken.  A group of this size can defend itself against a zerg by smartly manuevering around the map and doing hit and run strategies.  Think TPVP, each team hits supply camps rather than everyone stays to cap one point camp.  This is what these teams of 15 do.

To start

A commander gathers everyone in citadel, and composes the team composition ala gvg or who ever is available focusing on speed versus damage, and tankiness over burst.  Simply, you take your team of 15 including the commander and move to one spot, ask another commander or a good team player to lead another team of 15 to hit another spot, and so on.  This can be done with 15 or 10 players in a group depending on the map population of your time zone.  Then one team will commit and hit the most upgraded stuff of the enemy - your team of 10.  The rest teams of 15 will hit everything else, securing camps, towers, and other keeps as well as defending every now and then.

Note however

You are most likely to never defend in this case because the pressure is on the enemy.  They will choose to defend rather than attack because they don't want to lose an upgraded stuff.  In your case you must strengthen your resolve and commit and accept that losing stuff is okay, and you can take it back.

This is a gamble!!!

The only weakness of this means is that it requires team effort and cooperation.

The upside is enemy will always have one structure left of which you can only take by zerging it with your map.   But hey, at least you have everything else done w/o zerging.

Try this, play tpvp style and abandon zerging.

-sov

To win, play as a team and keep the communication flowing.  There is no other way.
 

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