PhatGrimReaper wrote: »All DC has this complex about M12 Nightcapping.... last night during Oceanic we were 16-20 strong and fought 20-35 blues at almost every objective.The M12 night caps will keep them up there if nothing else, strongest late night force in the game atm.
Trying to create an illusion of us rolling 40 deep and stomping over 5 dudes as we flood the map yellow is a little short sighted and unnecessary. The Oceanic timezone is actually fairly even for numbers most nights, it's the level of organisation that differs with Red almost always getting the short end of the stick of the three factions.... unless RAM are running.
DC has begun staying up later to fight the AD late night groups. I know I make an effort to run 6-12 people after main raid, because if not AD tends to just run everything over.
And I'm not really exaggerating either. This campaign on more than one occasion I've run into M12 with over 50 people in a stacked group, trying to PvDoor keeps against 1bar pops. Is what it is, but it's definitely the strongest late night force around.
PhatGrimReaper wrote: »All DC has this complex about M12 Nightcapping.... last night during Oceanic we were 16-20 strong and fought 20-35 blues at almost every objective.The M12 night caps will keep them up there if nothing else, strongest late night force in the game atm.
Trying to create an illusion of us rolling 40 deep and stomping over 5 dudes as we flood the map yellow is a little short sighted and unnecessary. The Oceanic timezone is actually fairly even for numbers most nights, it's the level of organisation that differs with Red almost always getting the short end of the stick of the three factions.... unless RAM are running.
DC has begun staying up later to fight the AD late night groups. I know I make an effort to run 6-12 people after main raid, because if not AD tends to just run everything over.
And I'm not really exaggerating either. This campaign on more than one occasion I've run into M12 with over 50 people in a stacked group, trying to PvDoor keeps against 1bar pops. Is what it is, but it's definitely the strongest late night force around.
PhatGrimReaper wrote: »All DC has this complex about M12 Nightcapping.... last night during Oceanic we were 16-20 strong and fought 20-35 blues at almost every objective.The M12 night caps will keep them up there if nothing else, strongest late night force in the game atm.
Trying to create an illusion of us rolling 40 deep and stomping over 5 dudes as we flood the map yellow is a little short sighted and unnecessary. The Oceanic timezone is actually fairly even for numbers most nights, it's the level of organisation that differs with Red almost always getting the short end of the stick of the three factions.... unless RAM are running.
DC has begun staying up later to fight the AD late night groups. I know I make an effort to run 6-12 people after main raid, because if not AD tends to just run everything over.
And I'm not really exaggerating either. This campaign on more than one occasion I've run into M12 with over 50 people in a stacked group, trying to PvDoor keeps against 1bar pops. Is what it is, but it's definitely the strongest late night force around.
PhatGrimReaper wrote: »PhatGrimReaper wrote: »All DC has this complex about M12 Nightcapping.... last night during Oceanic we were 16-20 strong and fought 20-35 blues at almost every objective.The M12 night caps will keep them up there if nothing else, strongest late night force in the game atm.
Trying to create an illusion of us rolling 40 deep and stomping over 5 dudes as we flood the map yellow is a little short sighted and unnecessary. The Oceanic timezone is actually fairly even for numbers most nights, it's the level of organisation that differs with Red almost always getting the short end of the stick of the three factions.... unless RAM are running.
DC has begun staying up later to fight the AD late night groups. I know I make an effort to run 6-12 people after main raid, because if not AD tends to just run everything over.
And I'm not really exaggerating either. This campaign on more than one occasion I've run into M12 with over 50 people in a stacked group, trying to PvDoor keeps against 1bar pops. Is what it is, but it's definitely the strongest late night force around.PhatGrimReaper wrote: »All DC has this complex about M12 Nightcapping.... last night during Oceanic we were 16-20 strong and fought 20-35 blues at almost every objective.The M12 night caps will keep them up there if nothing else, strongest late night force in the game atm.
Trying to create an illusion of us rolling 40 deep and stomping over 5 dudes as we flood the map yellow is a little short sighted and unnecessary. The Oceanic timezone is actually fairly even for numbers most nights, it's the level of organisation that differs with Red almost always getting the short end of the stick of the three factions.... unless RAM are running.
DC has begun staying up later to fight the AD late night groups. I know I make an effort to run 6-12 people after main raid, because if not AD tends to just run everything over.
And I'm not really exaggerating either. This campaign on more than one occasion I've run into M12 with over 50 people in a stacked group, trying to PvDoor keeps against 1bar pops. Is what it is, but it's definitely the strongest late night force around.PhatGrimReaper wrote: »All DC has this complex about M12 Nightcapping.... last night during Oceanic we were 16-20 strong and fought 20-35 blues at almost every objective.The M12 night caps will keep them up there if nothing else, strongest late night force in the game atm.
Trying to create an illusion of us rolling 40 deep and stomping over 5 dudes as we flood the map yellow is a little short sighted and unnecessary. The Oceanic timezone is actually fairly even for numbers most nights, it's the level of organisation that differs with Red almost always getting the short end of the stick of the three factions.... unless RAM are running.
DC has begun staying up later to fight the AD late night groups. I know I make an effort to run 6-12 people after main raid, because if not AD tends to just run everything over.
And I'm not really exaggerating either. This campaign on more than one occasion I've run into M12 with over 50 people in a stacked group, trying to PvDoor keeps against 1bar pops. Is what it is, but it's definitely the strongest late night force around.
Sure buddy, sure you have.
PhatGrimReaper wrote: »PhatGrimReaper wrote: »All DC has this complex about M12 Nightcapping.... last night during Oceanic we were 16-20 strong and fought 20-35 blues at almost every objective.The M12 night caps will keep them up there if nothing else, strongest late night force in the game atm.
Trying to create an illusion of us rolling 40 deep and stomping over 5 dudes as we flood the map yellow is a little short sighted and unnecessary. The Oceanic timezone is actually fairly even for numbers most nights, it's the level of organisation that differs with Red almost always getting the short end of the stick of the three factions.... unless RAM are running.
DC has begun staying up later to fight the AD late night groups. I know I make an effort to run 6-12 people after main raid, because if not AD tends to just run everything over.
And I'm not really exaggerating either. This campaign on more than one occasion I've run into M12 with over 50 people in a stacked group, trying to PvDoor keeps against 1bar pops. Is what it is, but it's definitely the strongest late night force around.PhatGrimReaper wrote: »All DC has this complex about M12 Nightcapping.... last night during Oceanic we were 16-20 strong and fought 20-35 blues at almost every objective.The M12 night caps will keep them up there if nothing else, strongest late night force in the game atm.
Trying to create an illusion of us rolling 40 deep and stomping over 5 dudes as we flood the map yellow is a little short sighted and unnecessary. The Oceanic timezone is actually fairly even for numbers most nights, it's the level of organisation that differs with Red almost always getting the short end of the stick of the three factions.... unless RAM are running.
DC has begun staying up later to fight the AD late night groups. I know I make an effort to run 6-12 people after main raid, because if not AD tends to just run everything over.
And I'm not really exaggerating either. This campaign on more than one occasion I've run into M12 with over 50 people in a stacked group, trying to PvDoor keeps against 1bar pops. Is what it is, but it's definitely the strongest late night force around.PhatGrimReaper wrote: »All DC has this complex about M12 Nightcapping.... last night during Oceanic we were 16-20 strong and fought 20-35 blues at almost every objective.The M12 night caps will keep them up there if nothing else, strongest late night force in the game atm.
Trying to create an illusion of us rolling 40 deep and stomping over 5 dudes as we flood the map yellow is a little short sighted and unnecessary. The Oceanic timezone is actually fairly even for numbers most nights, it's the level of organisation that differs with Red almost always getting the short end of the stick of the three factions.... unless RAM are running.
DC has begun staying up later to fight the AD late night groups. I know I make an effort to run 6-12 people after main raid, because if not AD tends to just run everything over.
And I'm not really exaggerating either. This campaign on more than one occasion I've run into M12 with over 50 people in a stacked group, trying to PvDoor keeps against 1bar pops. Is what it is, but it's definitely the strongest late night force around.
Sure buddy, sure you have.
I couldn't believe what I was seeing at 2 AM PST. Crazy stuff man.
How so for Yellow and Red? I don't know of any guilds who rerolled from DC to EP or AD.
Pain's guild disintegrated though shortly after VE rerolled, and even then they weren't doing much before that towards the end. He couldn't get many online, and did a lot of wrangling together of whomever he could find at the time he was leading. Most that played with him were absorbed into other guilds on DC. I don't think he took anyone with him, and he rerolled to get away from the new zerg faction IIRC. He;s in Dynamic now?
In primetime though all of those people are playing DC, with the exception of myself because I went back, but I'm probably one of a handful that did after rerolling to DC. Some of K Hole does small scale on AD in off hours, but more often than not they play DC.
The only reason the map stays competitive is because you guys make it that way. If you guys instead decided to push South from Roe or East from Chalman instead of taking Brindle/Dragonclaw, that's the straw that would break AD/EPs back.
I don't mean any offense by this, or a knock on anyone. Just observations from my time on DC and the past two months on AD. I'm just talking strictly about those who are on Azuras.
You talked mostly about single players shifting, and that's what I meant was mostly the same, and/or not totally applicable because the ones you listed still play on other alliances. There haven't been guilds rerolling to EP or AD, but again, there really haven't been guilds doing that to blue either. VE was the exception, but that was literally like 8 months ago, and most of those rerolls aren't even in the game anymore, so if you're still counting that as a card, well...
Kholes has also been around for a good while now, run small, and a lot of them still play other alliances (uhh, and don't play on AS...). I'd say the strength of each alliance is apparent to most pvpers at this point, but I disagree with the reroll implication. You listed pretty much every reroll of importance in your previous post, and I can't say I see much impact there.
I think the real reason for victory is apparent. When it comes to inspiration, Pubes > Frozn >>>>>>> Sarenvog. /micdropIt's your baseline. It will stop hurting when you realize that only baddie scrubs will be on arthurians, and only the select 'special' few of those will be on flame wardens.Ghost-Shot wrote: »My brain hurts now.
PhatGrimReaper wrote: »PhatGrimReaper wrote: »PhatGrimReaper wrote: »All DC has this complex about M12 Nightcapping.... last night during Oceanic we were 16-20 strong and fought 20-35 blues at almost every objective.The M12 night caps will keep them up there if nothing else, strongest late night force in the game atm.
Trying to create an illusion of us rolling 40 deep and stomping over 5 dudes as we flood the map yellow is a little short sighted and unnecessary. The Oceanic timezone is actually fairly even for numbers most nights, it's the level of organisation that differs with Red almost always getting the short end of the stick of the three factions.... unless RAM are running.
DC has begun staying up later to fight the AD late night groups. I know I make an effort to run 6-12 people after main raid, because if not AD tends to just run everything over.
And I'm not really exaggerating either. This campaign on more than one occasion I've run into M12 with over 50 people in a stacked group, trying to PvDoor keeps against 1bar pops. Is what it is, but it's definitely the strongest late night force around.PhatGrimReaper wrote: »All DC has this complex about M12 Nightcapping.... last night during Oceanic we were 16-20 strong and fought 20-35 blues at almost every objective.The M12 night caps will keep them up there if nothing else, strongest late night force in the game atm.
Trying to create an illusion of us rolling 40 deep and stomping over 5 dudes as we flood the map yellow is a little short sighted and unnecessary. The Oceanic timezone is actually fairly even for numbers most nights, it's the level of organisation that differs with Red almost always getting the short end of the stick of the three factions.... unless RAM are running.
DC has begun staying up later to fight the AD late night groups. I know I make an effort to run 6-12 people after main raid, because if not AD tends to just run everything over.
And I'm not really exaggerating either. This campaign on more than one occasion I've run into M12 with over 50 people in a stacked group, trying to PvDoor keeps against 1bar pops. Is what it is, but it's definitely the strongest late night force around.PhatGrimReaper wrote: »All DC has this complex about M12 Nightcapping.... last night during Oceanic we were 16-20 strong and fought 20-35 blues at almost every objective.The M12 night caps will keep them up there if nothing else, strongest late night force in the game atm.
Trying to create an illusion of us rolling 40 deep and stomping over 5 dudes as we flood the map yellow is a little short sighted and unnecessary. The Oceanic timezone is actually fairly even for numbers most nights, it's the level of organisation that differs with Red almost always getting the short end of the stick of the three factions.... unless RAM are running.
DC has begun staying up later to fight the AD late night groups. I know I make an effort to run 6-12 people after main raid, because if not AD tends to just run everything over.
And I'm not really exaggerating either. This campaign on more than one occasion I've run into M12 with over 50 people in a stacked group, trying to PvDoor keeps against 1bar pops. Is what it is, but it's definitely the strongest late night force around.
Sure buddy, sure you have.
I couldn't believe what I was seeing at 2 AM PST. Crazy stuff man.
It's okay, I believe you.
I just wish I knew when these 50 man groups were running so I could be a part of the action. It's very unusual for me to miss out on a guild run....
How so for Yellow and Red? I don't know of any guilds who rerolled from DC to EP or AD.
Pain's guild disintegrated though shortly after VE rerolled, and even then they weren't doing much before that towards the end. He couldn't get many online, and did a lot of wrangling together of whomever he could find at the time he was leading. Most that played with him were absorbed into other guilds on DC. I don't think he took anyone with him, and he rerolled to get away from the new zerg faction IIRC. He;s in Dynamic now?
In primetime though all of those people are playing DC, with the exception of myself because I went back, but I'm probably one of a handful that did after rerolling to DC. Some of K Hole does small scale on AD in off hours, but more often than not they play DC.
The only reason the map stays competitive is because you guys make it that way. If you guys instead decided to push South from Roe or East from Chalman instead of taking Brindle/Dragonclaw, that's the straw that would break AD/EPs back.
I don't mean any offense by this, or a knock on anyone. Just observations from my time on DC and the past two months on AD. I'm just talking strictly about those who are on Azuras.
You talked mostly about single players shifting, and that's what I meant was mostly the same, and/or not totally applicable because the ones you listed still play on other alliances. There haven't been guilds rerolling to EP or AD, but again, there really haven't been guilds doing that to blue either. VE was the exception, but that was literally like 8 months ago, and most of those rerolls aren't even in the game anymore, so if you're still counting that as a card, well...
Kholes has also been around for a good while now, run small, and a lot of them still play other alliances (uhh, and don't play on AS...). I'd say the strength of each alliance is apparent to most pvpers at this point, but I disagree with the reroll implication. You listed pretty much every reroll of importance in your previous post, and I can't say I see much impact there.
I think the real reason for victory is apparent. When it comes to inspiration, Pubes > Frozn >>>>>>> Sarenvog. /micdropIt's your baseline. It will stop hurting when you realize that only baddie scrubs will be on arthurians, and only the select 'special' few of those will be on flame wardens.Ghost-Shot wrote: »My brain hurts now.