Whats interesting is the Performance on days when all the ball groups are not running is fine, even with locked populations...soon as you get 2 or 3 of them running on the map the performance becomes awful. You can't even counter them with siege because Siege Weapons take like 20 seconds to fire.
Vilestride wrote: »Whats interesting is the Performance on days when all the ball groups are not running is fine, even with locked populations...soon as you get 2 or 3 of them running on the map the performance becomes awful. You can't even counter them with siege because Siege Weapons take like 20 seconds to fire.
Ball group lag switches are a guild requirement these days for any ball group who takes its balls seriously.
Vilestride wrote: »Whats interesting is the Performance on days when all the ball groups are not running is fine, even with locked populations...soon as you get 2 or 3 of them running on the map the performance becomes awful. You can't even counter them with siege because Siege Weapons take like 20 seconds to fire.
Ball group lag switches are a guild requirement these days for any ball group who takes its balls seriously.
Source? It's possible, I've been burned in the past by defending highly effective players and guilds who turned out to be exploiting, but I really don't want to believe that well known guilds require their players to cheat. I'd like some backing info on that claim.
Vilestride wrote: »Whats interesting is the Performance on days when all the ball groups are not running is fine, even with locked populations...soon as you get 2 or 3 of them running on the map the performance becomes awful. You can't even counter them with siege because Siege Weapons take like 20 seconds to fire.
Ball group lag switches are a guild requirement these days for any ball group who takes its balls seriously.
Source? It's possible, I've been burned in the past by defending highly effective players and guilds who turned out to be exploiting, but I really don't want to believe that well known guilds require their players to cheat. I'd like some backing info on that claim.
Izanagi.Xiiib16_ESO wrote: »Vilestride wrote: »Whats interesting is the Performance on days when all the ball groups are not running is fine, even with locked populations...soon as you get 2 or 3 of them running on the map the performance becomes awful. You can't even counter them with siege because Siege Weapons take like 20 seconds to fire.
Ball group lag switches are a guild requirement these days for any ball group who takes its balls seriously.
Source? It's possible, I've been burned in the past by defending highly effective players and guilds who turned out to be exploiting, but I really don't want to believe that well known guilds require their players to cheat. I'd like some backing info on that claim.
Sarcasm unfortunately doesn't translate well in text
Vilestride wrote: »Izanagi.Xiiib16_ESO wrote: »Vilestride wrote: »Whats interesting is the Performance on days when all the ball groups are not running is fine, even with locked populations...soon as you get 2 or 3 of them running on the map the performance becomes awful. You can't even counter them with siege because Siege Weapons take like 20 seconds to fire.
Ball group lag switches are a guild requirement these days for any ball group who takes its balls seriously.
Source? It's possible, I've been burned in the past by defending highly effective players and guilds who turned out to be exploiting, but I really don't want to believe that well known guilds require their players to cheat. I'd like some backing info on that claim.
Sarcasm unfortunately doesn't translate well in text
...I mean, how many times do I need to use balls in a sentence before it's not taken seriously?
SwampRaider wrote: »
SwampRaider wrote: »
So basically you're admitting that Team green is more active though? If "team orange" is only active for 6 hours that leaves how many during every day that is primarily EP getting double teamed...and still remaining competitive? Just food for thought I guess.
Agrippa_Invisus wrote: »SwampRaider wrote: »
So basically you're admitting that Team green is more active though? If "team orange" is only active for 6 hours that leaves how many during every day that is primarily EP getting double teamed...and still remaining competitive? Just food for thought I guess.
I mean, getting double teamed has been extremely lucrative AP wise for years now. There's a reason EP consistently has top earners that outpace AD/DC by a far margin.
Agrippa_Invisus wrote: »SwampRaider wrote: »
So basically you're admitting that Team green is more active though? If "team orange" is only active for 6 hours that leaves how many during every day that is primarily EP getting double teamed...and still remaining competitive? Just food for thought I guess.
I mean, getting double teamed has been extremely lucrative AP wise for years now. There's a reason EP consistently has top earners that outpace AD/DC by a far margin.
I'm going to guess its because your side zergs everything down consistently.
Haashhtaag wrote: »EP has numbers. Numbers win camps especially when those numbers are heavy during non prime time. Army of the Pact runs 40-60 man raids at a time, that’s literally probably equivalent to what DC and AD raids have. Meaning that AD or DC may both have two guilds running that equal those numbers per faction. Not only does EP have Army of the Pact they also have 2-3 other large guilds, they also have a few groups like Dracarys and etc.
Haashhtaag wrote: »EP has numbers. Numbers win camps especially when those numbers are heavy during non prime time. Army of the Pact runs 40-60 man raids at a time, that’s literally probably equivalent to what DC and AD raids have. Meaning that AD or DC may both have two guilds running that equal those numbers per faction. Not only does EP have Army of the Pact they also have 2-3 other large guilds, they also have a few groups like Dracarys and etc.
The Army of the Pact GM acknowledged in another thread that his raids are often 72+ EP. People who read your comment about 40-60 man EP groups might think you’re exaggerating, when in fact you’re understating the situation.
Haashhtaag wrote: »EP has numbers. Numbers win camps especially when those numbers are heavy during non prime time. Army of the Pact runs 40-60 man raids at a time, that’s literally probably equivalent to what DC and AD raids have. Meaning that AD or DC may both have two guilds running that equal those numbers per faction. Not only does EP have Army of the Pact they also have 2-3 other large guilds, they also have a few groups like Dracarys and etc.
The Army of the Pact GM acknowledged in another thread that his raids are often 72+ EP. People who read your comment about 40-60 man EP groups might think you’re exaggerating, when in fact you’re understating the situation.
So the only way EP wins is from a guild that's made up of pugs and runs 2-3 hours a couple days a week. What about the other 20+ hours a day?
Also being primetime all 3 factions are pop locked so why does it matter is AotP is running or not?