With that score if they literally just picked a node each spawn and all stood on it they would have scored better.
Should be grateful that rng mercy killed that round to be honest.
...or continually breaks off to fight as two/three separate units. Also, people can blame RNG all they want, but if a team can't get more than 100 points, it is the team; not RNG.
On JP servers PVP has always been popular. We have non stop queues every night for frontlines for 8 hours til the early morning. What makes frontlines a lot different compared to EU and NA is every so often one of our PVP gods will lead a team which makes frontlines very strategic, flanks, hiding, counter attacks its totally different to how other severs approach the game mode. Make a JP character and come see how its really supposed to be played. That being said since 6.1 the overpowered LB's have kind of messed it up, 12 smn all LB.... Lastly that map in particular one of the starting areas means you lose!
On JP servers PVP has always been popular. We have non stop queues every night for frontlines for 8 hours til the early morning. What makes frontlines a lot different compared to EU and NA is every so often one of our PVP gods will lead a team which makes frontlines very strategic, flanks, hiding, counter attacks its totally different to how other severs approach the game mode. Make a JP character and come see how its really supposed to be played. That being said since 6.1 the overpowered LB's have kind of messed it up, 12 smn all LB.... Lastly that map in particular one of the starting areas means you lose!
Current frontlines is really unbalanced. If they aren't/can't balance out the skills, reduce the amount of players. If each team went down to 16 instead of 24 it might not seem so unbalanced because those 16 are doing the damage of at least 24 players pre 6.1
Also before XP was added frontlines used to be way more strategic in NA. You had the same couple hundred people playing all the time. They would pull off flanks and great comebacks by knowing just when to push and steal a whole bunch of points.
Yes it is total mess right now but i think removing frontlines and rival wings would have been too much, if cant beat them, join them! Go as smn or whm and LB away, it wont stay like this forever just follow the meta for now and farm up those kills!
Actually, that screenshot tells me a lot about the skill level of the Twin Adder team, even in that moment.
First of all, like some already alluded to, the screenshot (especially with attention trying to be drawn to the map/"node" placement) is disingenuous. You are implying that one wave of tomeliths late in the game is the reason Adders got decimated because of bad RNG. It's not. At least not in the way you are probably trying to highlight. Let me highlight the problems I see here and what very likely happened to your team:
1) Your entire alliance isn't very "meta." I see 4 SMNs, 2 DRGs and a WHM. Though a good player will make whatever job their playing viable and perhaps do well (except maybe DNCs or GNBs), a lot of those jobs in your alliance are "eh" at best in Frontlines. If your team isn't dropping Bahamut and 'goon bombs and firing mah WHM laserz at every chance possible, you're already fighting an uphill battle if the other teams can/are. People still like to flock to BRD and MCH, and the ugly truth is most just aren't good at them and end up offering nothing substantial to group fights. This leads me to the next point.
2) I see absolutely no Battle High bonus on anyone in your party, and this is moments before the match is ending. I can't see the other two Adder teams, but I'm willing to bet almost nobody else has one either. This tells me that your team was the "feeding team;" ie. the fodder team that gets stomped and lets the other teams farm their Battle Highs. This is largely in part a result of your team's fighting ability (or lack thereof) and again, your team's selection of jobs probably plays a part into that. Also not helping is the next point:
3) Your team's movement on the map. I can see it just from this screenshot. Nevermind the fact the entire team is staggered and probably respawning and running back from being routed; the ones running back to engage are literally running right through mid like they're going to jump between Maelstrom and Flames, which is foolish. You never want to be that team caught between two others. Not only that, the tomelith where everyone is congregating isn't even active. There is one northeast, or a choice of two southeast. It would be strategically superior to pick one, and flank that team either via north or south routes. Granted, that ensures the victory for whatever team you don't go after, but at this point your team is losing, so it's moot, but I'm getting a glimpse of the lack of foresight that probably got Adders into this trainwreck.
4) I see "A" marked in the center of the map. I'm not privy on the circumstances or reasoning for this, but under most circumstances congregating at the center is difficult and borderline suicidal for a team that's weak at fighting. The tomelith there is often a bloodbath and a distraction, not to mention always at risk of being sandwiched by the other 2 teams. The marker being there is also probably giving unexperienced people the impression to fight for tomeliths there every chance they get, and are dying as a result.
So no, tomelith RNG is not the (primary) reason why your team lost this badly. I know people like to fall back on this excuse, but rather there was a cocktail of fundamental problems this particular team seems to have had. For goodness sake, your team had caves spawn, which is largely considered to have the most privileged tomelith spawns. Ironically, the "worst" spawns for caves teams are when 3-4 tomeliths activate in caves; because then you have both teams pinch you from north and south up until your spawn area, and I can almost guarantee you have your team split into 2 trying to defend both ends in groups of maybe 12 people against entire teams of 24... Three guesses how that usually ends up. Often, I don't think many players actually know how to identify what is "good" or "bad" RNG in Seize outside of how close multiple tomeliths spawn by your base. Even if you got one good set of close tomeliths in this last bunch, I'm almost certain one of the other teams would have waltzed right up to your team, sneezed on all of you and overtaken it.
What do you expect from players that just enter for xp etc and don't even use a simply thought on tactics?
It doesn't matter whether it's 2-sided/3-sided or 48/72 players. This is the result of dragging players into pvp that to say it blantly should never been there. Either they fix that core problem or pvp will always be a mess.
Contrary to popular belief, kills in Seal Rock are equally as important as going for the nodes. Especially with the more powerful LBs that can nuke entire teams in one sitting. Each kill is worth 10 points, so if you can murder a lot of people in a short amount of time, that's worth more than some nodes are.
Try to explain that... it's like Secure and drones in the center...
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