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About GulDelox

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    Oppressing Bajorans
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  1. Because the zergs don't fight each other, they are both off in different areas capturing the other's undefended points. The "optimum strategy" is not to waste time fighting enemy players, but to take keeps and outposts as quickly and often as possible. If both teams operate with that mentality, they will avoid each other and take out all the keeps that the other zerg isn't defending, and vice versa. At least, that's how it seems to work in Guild Wars 2 and Planetside 2.
  2. Oh wow, I didn't know there would be friendly fire. That's fantastic!
  3. I'll start by admitting that I am completely new to this community, and I know very little about the game except what I've been able to glean from the FAQ and the Kickstarter. The thing that concerns me most about the faction or guild campaign system is how it will avoid turning into a zerg-fest like World vs. World in GuildWars 2. In that game, at least when I played in the early days, the tactics quickly devolved into "roam the countryside in a massive clump of people capturing point after point, and whichever massive clump moves the fastest wins". This works because it's very boring and sometimes impossible to guard strategic points 24/7, so there isn't much resistance to a large enough group just steamrolling through and taking the point. Has there been any information on how the developers plan to prevent this kind of thing from happening?
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