The Zerg and IL

64 posts · 2006-05-09 04:22:31 to 2007-02-16 05:06:50

#35500000939 05/09/2006 04:22:31 The Zerg and IL
Having had a fair bit of experience on both sides of the Zerg under CR2 I still feel IL is unfairly treated in normal combat (non duel) scenarios. The ease of inducing debuff states and the damage inflicted from external sources makes IL more of a trap than combat.....


For those in IL I would like to see a buff to their resistances and a decrease to the chance/duration of debuff states being induced from those outside IL. This is a relatively objective observation as I am primarily an assassin and dont spend as much time in IL as other classes but I see a demoralising trend which could once again see IL become neglected, which I am sure no one would wish for. (this could also be achieved as some have suggested by use of the Multifighting ability).
#35500000941 05/09/2006 05:02:07 Re: The Zerg and IL
To be honest, the fact you can have states induced outside interlock is a great tactic be it 1 on 1 or a group.
What the IL player needs would simply be more defense.
#35500000942 05/09/2006 05:04:35 Re: The Zerg and IL
I think its a great idea.
#35500000943 05/09/2006 07:46:26 Re: The Zerg and IL





Aquatium wrote:

To be honest, the fact you can have states induced outside interlock is a great tactic be it 1 on 1 or a group.
What the IL player needs would simply be more defense.




I'd rather see that it is easier to get a state on an opponent inside interlock. Those inside interlock are the most vulnerable and the people outside should be more of a support team. The interlockers should do most of the work, causing more states so people outside of interlock can benefit from it. But now it's the people outside interlock doing all the work while my opponent doesn't have anything to do but the best specials.
When outnumbered your opponent inside interlock is benefiting from the states caused by others. It should be the other way around.
Interlock shouldn't be a trap when fighting two or more people.
#35500000945 05/09/2006 09:46:24 Re: The Zerg and IL





Aquatium wrote:

To be honest, the fact you can have states induced outside interlock is a great tactic be it 1 on 1 or a group.
What the IL player needs would simply be more defense.





Come and pvp on a hostile server.
#35500000946 05/09/2006 14:17:18 Re: The Zerg and IL
Well, it wouldn't be a bad idea to put it into Multifighting since anyone on Recursion knows, interlocking me as a Trauma Surgeon is the best way to get your group rolled, so giving it as a latent IL ability would surely overpower Team Patchers SMILEY.

With consistant IL round length, IL isn't just for those that specialize in it, interlocking 2/3 of IL dependent loadouts is a great way to get an IS recharge, especially for Patchers/Viros that have very IS effiecient moves, meaning one-round of Blocking is an attack comming right at you the following round. Still, IL and high Contested Withdraw is the only way to tank something in PvE and to tie someone up in PvP since the game no longer has long CC abilities.

At the end of the day though, interlock-dependent loadouts have always been at a huge disadvantage, especially now in a situation where IL-loadouts outnumber available targets, then the remaining IL-dependent loadouts are really superfluous.

I'm not too sure how to balance that out though, since I have always perfered mobility to whatever advantages you might get from being melee (probably one reason I don't play melees very often in MMOs).
#35500000948 05/09/2006 15:22:55 Re: The Zerg and IL
its a pretty tuff call to make on this one. on one hand the new combat system forces more team work to take down an opponent wich is good. on the other hand it cripples melee classes to the point of resorting to cheap tactics and loads just to compete when outnumbered. i have never seen so many spy / ma hybrids before. ( including myself SMILEY i dont think resistance should be upped in interlock but maybe defence. if a bullet hits you it shouldnt matter if your in interlock or not. your gonna get hurt the same. but it seems reasonable that trying to shoot a person in interlock would be harder since they are moving around more so than if they were standing there or just running.


i think bullets should have a better chance of missing an opponent in interlock. thats probably what multifighting should do. just increase over all defence while in interlock.
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#35500000956 05/11/2006 08:53:03 Re: The Zerg and IL

Yup. I agree, a 20% Defence bonus against those firing into an IL would be a step in the right direction, and multi-fighting is just waiting for a function.


The best way to survive (that I have found) in an enemy zerg is to load up a spy hybrid.


Sideroll escape 4TW... well Sideroll escape 4TSurvive!

#35500000957 05/11/2006 09:14:56 Re: The Zerg and IL
Though we don't know what the penalty is, the Sharpshooter ability
cancels some sort of penalty for firing into interlock.  So that
is already in the game.  The problem of better defense for people
in interlock is easily solved with use of the TBD Multi-Fighting
ability.

<div></div>
#35500000958 05/11/2006 17:36:45 Re: The Zerg and IL
and now we return you to your regularly scheduled logic..


the problem is not interlock or the zerg. the problem is the mathematical reasons behind why we get hit by things like bullets so much MORE now. the reason why everyone thinks this is a problem related to interlock is that 99% of the time, this problem lands on your face.. when youre in interlock. its real hard not to notice, when youre getting your *CENSORED* shot off WHILE IN INTERLOCK again.


dont say anything about defense. even with max ballistic defense and influences, you still get hit by 45-50% of every shot that comes your way.


the problem isnt the zerg or interlock, its just that interlock is the medium by which this problem is making itself obvious. ya dig?


if you dont see what i mean, thats fine. you dont have to know how stars work for the sun to warm your face.


i agree that everyone should get a defense bonus, only when theyre in interlock. if this is hard to do, then just impose a penalty on ppl who are firing at interlocked targets, which should be no problem at all, considering the (friggin STUPID!#$) interlock hacker penalty. if the game knows when im using hax in interlock, it knows when someone is shooting at me while im in interlock. simple as that =D


months from now, man will look back on this post and vaguely remember that i pointed to the strange new effects of the zerg itself as proving my theories about the shortcomings of the cr2 mathematical voodoo..
#35500000959 05/11/2006 19:57:12 Re: The Zerg and IL
Tytanya that's a brilliant idea.  Very very clever and applicable.

/sign
#35500000960 05/12/2006 03:26:28 Re: The Zerg and IL

I like it.


  But all I know for sure is that as MA I really enjoy 1 on 1. and usually die in multi on 1 before I can get a kill. States have been induced on me by a level 10 shooting at me from outside interlock, whilst the level 50 fighting me kills me with state requiring specials (needless to say i returned and ganked the 10 - but t'was very aggravating.

Ninja!


#35500000963 05/12/2006 05:47:21 Re: The Zerg and IL
/supersign
#35500000977 05/15/2006 08:33:06 Re: The Zerg and IL


The_Wendigo wrote:
Though we don't know what the penalty is, the Sharpshooter ability
cancels some sort of penalty for firing into interlock. 




Erm.... no it doesn't Wendigo, it cancels some of the penalties for using guns while interlocked.
#35500001077 05/27/2006 06:35:12 Re: The Zerg and IL
They have already relegated hackers to a pure support role in pvp, why don't we take this away from them too....

I wish this board had a rolleyes smilely. PVP is not about one on one or even a fair team against a fair team, which I am sure you are painfully aware of, if you want a fair fight go duel. And if they did this, how would you suggest they rebalance the player vs enviroment bosses and box mobs?

Message Edited by ibewarped on 05.27.2006 07:46 AM

#35500001092 05/29/2006 09:33:44 Re: The Zerg and IL





ibewarped wrote:

They have already relegated hackers to a pure support role in pvp, why don't we take this away from them too....

I wish this board had a rolleyes smilely. PVP is not about one on one or even a fair team against a fair team, which I am sure you are painfully aware of, if you want a fair fight go duel. And if they did this, how would you suggest they rebalance the player vs enviroment bosses and box mobs?


Message Edited by ibewarped on 05.27.2006 07:46 AM





I dont mind the hackers they are supportive in a good way.


but i hate smg specialist, when you are in IL they get you dazed, full auto redux and bang there goes a halfbar down.

#35500001094 05/29/2006 09:53:58 Re: The Zerg and IL
3 Words

Org Specific Abilities.
#35500001095 05/29/2006 10:20:29 Re: The Zerg and IL


ReguIus wrote:
3 Words

Org Specific Abilities.


Indeed.

...And machines need to get some super secret special ninja exploiding smoke bomb ability that turns all nearby zerglings into frogs.
#35500001116 06/02/2006 13:24:49 Re: The Zerg and IL
like kryt said greater effects of de will greatly help us underdog orgs slow down the zerg
#35500001125 06/03/2006 07:26:32 Re: The Zerg and IL


Beanno wrote:
like kryt said greater effects of de will greatly help us underdog orgs slow down the zerg



Or completely slowing pvp down to a boring crawl....and again how do you think they can ballance it for player vs enviroment?

Message Edited by ibewarped on 06.03.2006 08:27 AM

#35500001223 06/16/2006 12:36:29 Re: The Zerg and IL
Right now  PVE is alot Easier Than PvP and always have been. I can walk into a mission with 4 or 5 Orange NPCS and drop them all, While trying to take down 4 or 5 players in PvP is imbossible if they are all 50.  The balance was never there and never will. PvE isnt ment to be as difficult as PvP. If it was, nobody would want the grind to 50. 

Tyt, great idea as always. I think as many said use the multi-fighting ability available with some defense buffs would be good for the outnumbered/outside of interlock BS.

And also said.. a lvl 10 giving u a state for that person inside of interlock is BS also. Im puttin a hurtin ona  50 and all it takes is for sum1 40 lvls lower then me to put the fight in favor of my enemy.
#35500001372 06/28/2006 10:15:34 Re: The Zerg and IL


krytical wrote:


ReguIus wrote:
3 Words

Org Specific Abilities.


Indeed.

...And machines need to get some super secret special ninja exploiding smoke bomb ability that turns all nearby zerglings into frogs.



LOL!

or we can just get the Multi Fighting ab. worked out already ...
#35500001376 06/28/2006 12:57:47 Re: The Zerg and IL






Dv01D wrote:






The_Wendigo wrote:
Though we don't know what the penalty is, the Sharpshooter ability cancels some sort of penalty for firing into interlock. 






Erm.... no it doesn't Wendigo, it cancels some of the penalties for using guns while interlocked.






Read the ability description again....


This ability removes the penalty for firing into interlock.

#35500001377 06/28/2006 16:16:45 Re: The Zerg and IL
Look, the fact of the matter is some classes are not meant to be interlocked, so if you use a loadout that is weak in interlock, then avoid it. Stick to what your loadout can do and you will be fine. The problem is players tend to go beyond the capabilities of what they can do and complain when things don't work out. If you get interlocked and rushed by a zerg then ya better deal with it becuase you put yourself at risk when you try to fight a huge group.Zergs will always be around and always overwhelm even if there are "Org" specific abilities. And by the way. this happens on all of the servers so there is no need to call out the non-hostile players in this game and tell them to come to "Vector".Have a nice day. :smileywink:
#35500001378 06/28/2006 18:52:11 Re: The Zerg and IL
The REAL fact of the matter is, if you are attacked by a large group of people, you're screwed either way, interlock or not.
#35500001467 07/06/2006 18:24:17 Re: The Zerg and IL
"The REAL fact of the matter is, if you are attacked by a large group of people, you're screwed either way, interlock or not."

Even if this is true remains a fact that since the very beginning of the game it has been just like Tytania says, that IL is a trap for those with lesser numbers (which as we know are always the same).  These are left to use only ranged characters to be successful in pvp. 

IMO it wouldn´t be a bad idea to make the interlocked characters untouchable from outside until their battle is over by death or roll-out.  It will add fun and fairness to the game.

#35500001498 07/10/2006 16:54:27 Re: The Zerg and IL
Untouchable seems a little far, perhaps an extra 100 resistance across the board or some extra defence would be just fine. Interlock isn't always a prison cell, believe it or not as a MKT I quite like being there as long as i can get out when the poopoo hits the fan.


#35500001505 07/12/2006 06:41:27 Re: The Zerg and IL





MaRKiE wrote:
Untouchable seems a little far, perhaps an extra 100 resistance across the board or some extra defence would be just fine. Interlock isn't always a prison cell, believe it or not as a MKT I quite like being there as long as i can get out when the poopoo hits the fan.









Let me guess..... leg sweep? Throat cutter? Blinding?


 grrrr

#35500001510 07/13/2006 14:10:32 Re: The Zerg and IL
I never bother with blinding. I prefer deadly, if i need to roll out and have a second hard hitting special it stops them running away + it does double damage when they are off-balance (think suplex)
#36300019751 08/08/2006 15:08:08 Re:The Zerg and IL
morw whining and complaining when ae you all going to learn that to pvp successfully your going to need a team. not a team of one specific tree but a team which consists of a 1 or more persons from the hacker,patcher, gunman, ma, spy and coder trees. thats a 6 different trees fighting side by side. if you ma and your budy who is helpin is ma he aint gonna be to much use to you is he but a hacker or mkt will. just because the zerg have more numbers does not mean you cannot beat them a team of six can sucessfully defeat a mara zerg of 8-10. i have seen it happen. this game is not about balance there are advantages and there are disadvantages, that is the reality that is matrix. its not about balance becuase balance is not real. zion are holding all keys and garding all the doors at the moment but as you can clearly see the numbers are begining to shift. at soempoint the zerg will be in the form of another org, or perhaps it will become the next tree/ability/clothing or weapon tthat you feel is ovepowered because you have not prepared youself for it.
#36300019930 08/08/2006 20:58:13 Re:The Zerg and IL

you have a point..but you missed your own point completly. your right about your team strategy. and sure. if you have that team and come across 8 to 10 zions dueling as ma at mara your prob gona clean them out. but a team of 6 prob wont beat a zerg thats lookin for pvp. for every patcher you have they will have 2 or 3. for every hacker they will have more and so on and so fourth. when your ma go to interlock they will get shot, stabbed, hacked and punched while a patcher is healing the zion.

the zerg is real. you cannont beat it. you can only fight it. win small battles here and there. but to deny that cr2 dosent strengthen the zerg to the point that its not worth fighting is stoopid.

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#36300020850 08/10/2006 00:48:42 Re:The Zerg and IL

What is with the zerg business, doesn't people see its nearing the end.  Im now learning to start in Mara NW because machines always own Mara c.  The zerg is no more its finished. 

Well thats what i find but then again im only on during GMT times. 

Anyway Darkhaze that avater rules lol

#36300020945 08/10/2006 04:27:40 Re:The Zerg and IL

The zerg isn't Zion its just an overwhelming force.....

This thread was opened prior to the release of cr2 because I foresaw the new combat system adding to the effectiveness of 'having numbers on your side'. Sadly nothing was done and numbers have indeed become even more effective.....

Specifically the problem of IL means that to enter IL while you are on a team of players of lesser number than your foe, places you at an even greater disadvantage than ever before, a buff to defense against external attacks for those people engaged in IL (while they are in IL only) would have made ma and gunmen a lot more confortable in large scale battles and would have avoided many of the complaints that caused the nerfs the ranged classes have had to endure since then. (targetting 'the situation' where a class becomes weaker relative to another rather than a broad sweep nerf impacting negatively over an entire class would provide a much better balance to all)

#36300021176 08/10/2006 12:02:48 Re:The Zerg and IL
Ok a zerg is an overwhelming force.  Thats your words.  What does the word overwhelming mean though:
"Overpowering in effect or strength"  From dictionary.com
So why should someone or a few people take out a load of people it doesnt make sense.  So the more numbers the less chance of you living. 
However in Cr2.0 i find you can still beat the oppenent if the numbers are against you by using buffs or using a varierty of trees ecspeically the hacker/despoiler. 
However you are right in the aspect that it would be nice to see the original idea of org specific abilities where if the numbers are uneven u get a boost. 
#36300021401 08/10/2006 16:37:11 Re:The Zerg and IL

first you have to understand what a zerg is. a zerg is the direct impact of a system not able to balance the numbers of opposing players in a generally stable way. meaning that one or 2 of the orgs will always be outnumbered. example. say there are 100 players of each org. monday theres 15 zion on and 40 meros on. the meros wipe out the zion. thats not a zerg. thats just the luck of having more of your members online at a paticular time.

but thats not the matrix. more realistically it would be like 100 zion players, 50 mero players, and 25 machine players. this creates the zerg. because although once in a while only 10 zion might be logged on while 15 meros are most of the time it will not be this way. the meros and machines just dont have the playerbase to defend against zion numbers on vector.

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#36300021434 08/10/2006 17:26:18 Re:The Zerg and IL
Cr2 widened the definition or what constitues an overwhelming force..... for impromtu pvp of the type we see every day on vector there is no pre arrangement, no balance and there never will be....therefore the system has to remain flexible to give a smaller force a degree of chance..I considered that chance just about acceptable under cr1 and attempted to address the problem of cr2 be4 it went live....I still feel that by changing the effect of defenses in the instance of IL we can acheive a balnce which allows full and varied lo's (stops the death sentence of getting caught in IL) and encourages impromptu pvp instead of discourages it..... that was the sole purpose of this thread.
#36300021656 08/11/2006 00:34:27 Re:The Zerg and IL

Ok that i will agree with, a defence raise would be nice in IL but the only way it would work is if it took in mind who has the greater number, if you both get the boost then it will stay about the same.

But it wont happen because it would require two different defences one which is in IL and another out of IL.  The system atm is not complex enough to encorparate 2 defences and i question whether they will mess with it in the near future. 

#36300024985 08/15/2006 10:13:22 Re:The Zerg and IL
Maybe someone should post this idea in the Champagne Room or whatever it is called now.
I have no idea what you are talking about...

This place is lame
#36300025446 08/16/2006 01:55:22 Re:The Zerg and IL
Tefnut wrote:
Maybe someone should post this idea in the Champagne Room or whatever it is called now.

I agree.
#36300025487 08/16/2006 03:54:26 Re:The Zerg and IL

multifighting has no use atm, it should be redesigned to give a chance of say 48 res everytime you get hit which I think is what the res buffers give in the awakened tree, it would help if you get interlocked.

A zerg is not a zerg unless it has a patcher, 10 zions v 5 mechs, if the mechs had a healer then the mechs could have a good chance of winning because they have somebody who can give them some heals, so they can stay in the middle of mara c for longer.

#36300025540 08/16/2006 06:19:14 Re:The Zerg and IL
I don't agree with this thread. Interlock is not really a trap unless you're outnumbered, and if you're outnumbered you should know better than to interlock someone in the middle of a zerg. I don't know about the rest of you, but in PvP battle with even odds I don't really attack those already interlocked. First, the longer two opponent stay in interlock the lowest their HP gets and the easier for you take them down afterwards. Second, why worry about two players interlocked? they're harmless to you, I'd be more worried about those snipers, MKTs or hackers that aren't interlocked. Luckily enough, we had a servers wars recently (Enumerator vs. Heuristic) on Vector and I can think of a good example that describes this situation. In the first fight, Heuristic interlocked and ganged up on one interlocked player at the start, leaving the other 50s do do whatever they wanted, BAD IDEA. Needless to say, they lost. If you're the kind of player that attacks the red already interlocked in a 2vs2 the chances of the 2nd red not interlocked being a sniper or MKT are high and the chances of him sniping and killing you and then killing your friend are even higher. When someone attacks you while you're already interlocked just sit back and laugh at how *CENSORED* their PvP tactics are.

Btw, MAs aren't tanks, there's no such thing in MxO because all classes can have the same HP and the same resistances. MAs are definitely not the kind of class that is able to kill a red in the middle of 5 and gets out alive either. If you're outnumbered, don't fight or at least fight and don't complain about interlock.
#36300025615 08/16/2006 08:04:26 Re:The Zerg and IL
krytical wrote:
I don't agree with this thread. Interlock is not really a trap unless you're outnumbered, and if you're outnumbered you should know better than to interlock someone in the middle of a zerg. I don't know about the rest of you, but in PvP battle with even odds I don't really attack those already interlocked. First, the longer two opponent stay in interlock the lowest their HP gets and the easier for you take them down afterwards. Second, why worry about two players interlocked? they're harmless to you, I'd be more worried about those snipers, MKTs or hackers that aren't interlocked. Luckily enough, we had a servers wars recently (Enumerator vs. Heuristic) on Vector and I can think of a good example that describes this situation. In the first fight, Heuristic interlocked and ganged up on one interlocked player at the start, leaving the other 50s do do whatever they wanted, BAD IDEA. Needless to say, they lost. If you're the kind of player that attacks the red already interlocked in a 2vs2 the chances of the 2nd red not interlocked being a sniper or MKT are high and the chances of him sniping and killing you and then killing your friend are even higher. When someone attacks you while you're already interlocked just sit back and laugh at how *CENSORED* their PvP tactics are.

Btw, MAs aren't tanks, there's no such thing in MxO because all classes can have the same HP and the same resistances. MAs are definitely not the kind of class that is able to kill a red in the middle of 5 and gets out alive either. If you're outnumbered, don't fight or at least fight and don't complain about interlock.

This thread is all about unbalanced combat, which I believe forms a significant majority of situations. Again the aim was to encourage and promote the widest variety of loadouts to each situation, here you are really mking it plain that if you are outnumbered you would be crazy to engage in IL.....which is exactly the point..... Question is should that be the case? Seems to me in doing so smaller orgs are restricted in the variety of LO they can effectively travel with? Equally the cries and shouts for nerfs primarily come from IL class players leading to a blanket strike on whole tree's - making a distinction or bias between defenses to damage taken from in IL to out of IL while you are IL could offer a significant tool to balancing all classes?

I dont know.... it was relevent before cr2 went live, I still think it was a valid but at this stage other factors and nerfs have perhaps left it behind

#36300026083 08/16/2006 16:23:55 Re:The Zerg and IL

the sad thing is..both krytical and tytanya are completly correct. kryt is right by saying that if your outnumbered you shouldnt fight or at least shouldnt complain. the problem is that someone is always outnumbered. this isnt wow with millions and millions of players. if your outnumbered in mara you cant just go to another hardline and look for a more even fight. and if you do find one all the players from mara will hear about it and come zerg you.

and other than pvp theres not much else to do, lol. the other problem is that if they do somethin to give the people with less numbers a chance it would basically be admitting that org balance will never be fixed. and org balance is the real issue here. if there was more balance then the situations where your outnumbered would be more far and few between and there wouldnt even be this much arguing. in an even fight were the numbers are pretty matched i have no problem with ma. i fight till i die and thats that. but thats very rarely the case. either im out numbered and die faster than i can say $hit, or we outnumber them ( very seldom lately ) and theres nobody to interlock.

my suggustion is this. every class has different methods to fight except ma. gunz can go from duelist to sniper, hackers can go from interlock classes to freefire, proxys can interlock and let sims hack or let sims interlock while they hack. assassins can toss knives or go in for punts. the only class thats crippled out of interlock is ma. give ma's somethin they can fall back on when outnumbered. like maybe being able to do specials in freefire. who knows. it just seems that its not fair when every class can load sniper or sniper of somesorts to still have fun when there outnumbered but ma's just have to go shadow or to the la and chat.

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#36300033627 08/25/2006 22:10:28 Re:The Zerg and IL
I agree with Kryptical. Excellent point.
#36300040481 09/03/2006 20:00:30 Re:The Zerg and IL
I agree with Aquatium.
#36300152702 01/29/2007 15:32:25 The Zerg and IL
The Zerg and the IL, good name for this post, and who is the autor, oh Tytania, always saying zerg to other people, but never fight alone, when she is alone she is a jump grandmaster, so who can believe that she is an expertise in combat?. Make me laugh with all of these things. Only thing is true, the game in vector is dying so if you are an expertise, try to change something evade woman. I´m very sad of hearing you speaking about the zerg, but I have a lot of screen with you and ten partners ganking people, so shut up with the zerg cuestion.
WAISSEN PDS
#36300152710 01/29/2007 15:37:36 Re: The Zerg and IL
Obitus_ wrote:








Aquatium wrote:


To be honest, the fact you can have states induced outside interlock is a great tactic be it 1 on 1 or a group.
What the IL player needs would simply be more defense.






Come and pvp on a hostile server.



A zerg is a zerg my friend. 15 people against me on Recursion is the same as in Vector, except when I come back, I can attack one without being ganked first. I've pulled off a kill (first try) against someone while multiple others were shooting/knifing/hitting me outside.
#36300152861 01/29/2007 17:32:51 The Zerg and IL
thezionssecrets.com wrote:
The Zerg and the IL, good name for this post, and who is the autor, oh Tytania, always saying zerg to other people, but never fight alone, when she is alone she is a jump grandmaster, so who can believe that she is an expertise in combat?. Make me laugh with all of these things. Only thing is true, the game in vector is dying so if you are an expertise, try to change something evade woman. I´m very sad of hearing you speaking about the zerg, but I have a lot of screen with you and ten partners ganking people, so shut up with the zerg cuestion.


You regurgitate a 6 month old thread for the single purpose of flaming me, whats more you haven't read or understood a word since the original aim was to point out how vulnerable IL is in a zerg and repeatedly to make it clear a Zerg to me can be any organisation, my own included. 

Your post is pure worthless ignorance on every level!

#36300152869 01/29/2007 17:43:33 The Zerg and IL
Tytanya_MxO wrote:
thezionssecrets.com wrote:
The Zerg and the IL, good name for this post, and who is the autor, oh Tytania, always saying zerg to other people, but never fight alone, when she is alone she is a jump grandmaster, so who can believe that she is an expertise in combat?. Make me laugh with all of these things. Only thing is true, the game in vector is dying so if you are an expertise, try to change something evade woman. I´m very sad of hearing you speaking about the zerg, but I have a lot of screen with you and ten partners ganking people, so shut up with the zerg cuestion.


You regurgitate a 6 month old thread for the single purpose of flaming me, whats more you haven't read or understood a word since the original aim was to point out how vulnerable IL is in a zerg and repeatedly to make it clear a Zerg to me can be any organisation, my own included. 

Your post is pure worthless ignorance on every level!



He's probably one of the same people who cries that certain parties who struggled solo for many months never fight alone.
    "The End is Near, the Time is Now." | W4rbl4de | Reviled Restoration-CYPHERITES
#36300153221 01/30/2007 04:52:29 Re:The Zerg and IL

I have about 4 50s now in my faction since I founded it when I was level 10. Now I am 50 I come to the new world of pvp... roll on a few months and I am very used to complaints and so forth of Zergs. What I normally say, and I know someone asked another Captain in my faction about this is to never give up, I say to all Dragoons, never give up and let the enemy respect you. I love a fat army behind me, but I also like a good challenge. No matter what I always stand and fight, mostly if its 15 v 1, they give up, and then it's your chance. I tend to say this to anyone in a team that say's 'Im going it's too hard'. This time I will say it too you all...

Shut up and fight.

kthxbye

 TH