if 1 wb sit on a flag, move those 2 group onto another flag, you are not forced when you are the underdog to fight for ALL flag at same time you can even lock 3/4 flag or just 2 as under dog this is alredy good si aao should also give you mroe contribution than other side, the higer pop side need to, and of course should recive less resource and contribution for it, vs the underdog be able to pick fight where it want, the collective lock timer is a way to split by force major side around , the weaker one can then procide to pick fight as he want, this also generate transition between flags as solder reinforcments akaanarchypark wrote: ↑Tue Jul 10, 2018 10:45 am @tesq
nope, it'll make underdog zerg.
1wb vs 2g for example.
1g each BO vs 2g zerg killing 1g.
while 3g playing wait-hammer.
make 3g chase 2g? they can circle the zone endlessly.
intels can make difference, soon there'll be false intels.
don't underestimate trolls.
it's too much hassle for too little gain, IMO.
for exemple
destru have on flags
-1wb (martysr square
-2pt (armory)
-3pt (manor)
-2pt(graveyard)
order have :
-2pt-->go graveyard
-3pt-->go manor
-2pt-->go armory
-2pt-->go amory
/////////////////////////
results you get a fair fight on 3/4 bo if you wipe armory ppl fasty enough to face reinforcement from mid, you get a fair 1 wb vs wb fight and you even get morales up alredy when that happen; keep up for 3 min , do that near 3 min timer for lock= underdog locked 3/4 flags for 3 min and recived correspondive resource.
it's about strategy man..
when ppl will start loose vs the underdog ppl will move from a holding warfare to a net warfare with small /medium engagement all over the rvr, because with a net reinforce type of deploy you can send reinforce where is need as side with more population aka zerg became even less a thing.