The RNG aspects make Seal Rock more fun than any other map. It's the only game mode where you have to come up with strategy on the fly, instead of having the same strategy or set of strategies that you use every time.
The RNG aspects make Seal Rock more fun than any other map. It's the only game mode where you have to come up with strategy on the fly, instead of having the same strategy or set of strategies that you use every time.
This!
Yeah i still dont understand why peoples wish for "good" RNG everytime before the match starts, that just asks you to get wiped/farmed, instead you should wish that for other GC's so you can team up and double gangbang the GC that gets the "good" RNG.
1 of the latest matches I was in, the one leading didn't understand this concept. We (flames) had perfect opportunity to flank mael (winning team) with adders, but he insisted on attacking adders to secure 2nd... They "only" had a 200(ish) lead, which can easily be drained by a massive flank situation. I've been on the winning side, leading with 400+ points, but a constant flanking situation made us end in 3rd.
Getting 3 nodes in close proximity is usually NOT good rng. Good rng is getting a S close to base, having 700pts, while the 2 other GCs duke it out far away (assuming you lead).




Agreed.
Just about every spawn pattern has a "best" tomelith for your team to go after; you can only blame RNG for tomelith spawns screwing you over in the situation described above (which isn't incredibly common) and when 4 tomeliths are spawning and they spawn in such a way where there are 2 sets in close proximity to each other in the opposing GCs' backyard (such as the cliff + arch spawns east and right in front of the cave spawn + up ramp in west), but again, I rarely see that happen.
In my opinion, RNG takes a backseat in Seize to concepts such as Prisoner's Dilemma (someone made a thread about this a while back), Nash equilibrium, and Stag hunt, because often times you are far more influenced by what actions the 3rd GC takes.
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