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  1. #1
    Player
    ScarletCrusader's Avatar
    Join Date
    Feb 2015
    Posts
    40
    Character
    Scarlet Caster
    World
    Exodus
    Main Class
    Ninja Lv 60
    RNG plays a role in this mode, but coordination and strategy play a bigger role. For example, having 4 nodes on your side is great... for a bit, but when the other 2 teams zerg your nodes and you decide to defend all 4 individually at the same time w/ equal resources (hell even if you defend only the 2 outer ones... you got two teams hunting you down and double-teaming you), you'll lose a lot of points from dying and then your entire team formation is all scattered and screwed. You'll need to coordinate and figure out which nodes to sacrifice and when to call it quits on nodes and need a shotcaller that tells everyone to meet up at the other nodes.

    My only bad RNG experience was when an S rank spawned on both other team's sides and none spawned on ours... but that was just bad rng, it's not at all common.
    (8)
    Last edited by ScarletCrusader; 07-26-2015 at 04:48 PM.

  2. #2
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by ScarletCrusader View Post
    ...
    Two teams can sandwich you regardless of if you have all four nodes, one nodes, or even no nodes. That's a constant possibility when you have a 3-way pvp mode. The matter of fact is that it's that much harder to retake a node when someone has claimed it, versus defending it since you need to interact with the node to get a capture (which more or less complete wipe out of the opposition). Once you've defended those noes down to the last 30% or so, it's already a wasted effort to bang your head against that node to get a meager 50 points.

    Even worse if both teams went after the same node of the four, because then it'll be even more contested since again, you need a complete wipeout of all opposition if you want that node yourself. I mean for some matches, RNG has been "fair" with even spawns, but honestly it doesn't make it any more less frustrating and nearly all my matches have been decided by some random A/S rank node spawning behind or near a team who already has a claimed node.
    (2)
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  3. #3
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    Sandwiching a Faction is part of the strategy, you should not hit flags that will lead to your team getting hit on multiple flanks, and you should focus on hitting flags that keep you on 1 or both enemy factions' flanks so that you're doing it to them instead.


    Quote Originally Posted by RiceisNice View Post
    Even worse if both teams went after the same node of the four, because then it'll be even more contested since again, you need a complete wipeout of all opposition if you want that node yourself.
    The fault is with your team for trying to fight over the same node (joining the same 'Front') as the other two teams. You shouldn't do this, hit a different flag.

    There are 2 possibilities in that scenario:
    1. One of the other factions holds 2 flags already - hit that faction where they are not gathered (creating a 2nd front, the first being where that faction is already fighting the 3rd team). This thins their numbers out and they'll likely get beat at both fronts.
    2. Your faction already holds 2 flags - so you're just farming kills and holding down

    RNG is an inconvenience - but it does not give away the fight. It's always four flags and it's always 24 vs 24 vs 24. You have to react and re-position depending on where the flags are appearing and where the other 2 factions are moving.

    That's on the players for not paying attention to Flag & enemy positions and maneuvering accordingly. You can go-around a faction horde and hit flags close to their spawn. Watch their scoreboard plummet 100+ points as you'll get to double-tap kill players on their team when they respawn.

    Also people seem to not full understand this map yet. Even flags that are on the edges - like the one on the beach - have multiple entry points. There are scaffolding ramps leading straight up to the flag from both the north and south, but for w/e reason teams bottle-neck themselves trying to take it from the grass area.
    (3)
    Last edited by Xenosan; 07-26-2015 at 11:50 PM.

  4. #4
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Xenosan View Post
    ....
    The flanking/sandwiching, at least on my end, happens for the stupidest of reasons outside of winning the objective. I see us getting pushed by two fronts at times for the initial starting nodes, then notice that flames straight up ignore the tomeliths that spawn on their section of the map and let maelstrom take it with no fight. This only becomes a problem really when you're trying to fight for a node that you need to capture. If you're defending, it's...well not anymore different because they're preventing each other from taking your claim of the node as much as you are defending it.

    All node are up for grabs when it spawns, but the safest ones will always be the ones that's deeper into your "territory" depending on where your previous nodes were. Even if you were fighting two fronts, its a matter of fact that defending a node that you've already claimed is significantly easier than trying to retake one (and I really can't stress this enough). Even if you were to flank them, it'd take a significant amount of time to overwhelm and retake it and by the time you already do, it's already lost 60% of it's point value.

    I've had my share of matches where the end was decided because of an S rank node spawning in a very convenient location, either for the team in the lead and it's next to the nodes they've already settled, or a team that has no nodes and is waiting for new spawns. The amount of points they give is just absurd and you can easily overtake the winning team with even a 200-point deficit.

    And when I say bottle neck, I don't necessarily mean the ones on the beach. You have the hill-top one that's close to the center and the one in the cave that funnels everyone toward the stairs.

    It's sound on paper, but when you have two teams that both have two nodes each because it spawned closest to them, they're both are going to be complacent and defend what they have (as they should). Even if you were to overtake it, you're already behind in score by the time you do retake the node (which is probably already 50% or more exhausted). And it just goes on and on with the node respawns, that unless you get two that you can grab and hold onto, the most you're gonna do is just pick one of the teams and ruin their day.
    (1)
    Last edited by RiceisNice; 07-27-2015 at 01:22 AM.
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  5. #5
    Player
    AzuraWinters's Avatar
    Join Date
    Sep 2013
    Posts
    63
    Character
    Azura Uzuki
    World
    Leviathan
    Main Class
    Rogue Lv 80
    The game feels really rng-based because most teams don't even have a leader. It's just a mass of 72 players doing whatever they feel like. It looks as if there is no strategy and we are at the mercy of RNGesus.

    However think about all possible depth it could have. If every party had a decent leader and stuck together, a lot more could be accomplished.
    (2)

  6. #6
    Player

    Join Date
    Jun 2014
    Posts
    625
    Quote Originally Posted by AzuraWinters View Post
    The game feels really rng-based because most teams don't even have a leader. It's just a mass of 72 players doing whatever they feel like. It looks as if there is no strategy and we are at the mercy of RNGesus.

    However think about all possible depth it could have. If every party had a decent leader and stuck together, a lot more could be accomplished.
    which was why 72 man secure scrims was the best type of FL match, but even with leaders its kinda hard to convince people where to go because 99% of players dont understand the node spawn mechanics yet (some never will, FL is not exactly a mode that requires alot of thought process, its catered to casual pvpers)
    (2)