Ours was 18 (max we could put in) vs their 21 for a 600 banner deficit right off the bat.
The bonus award for a cleared territory seems to even that back out (they get 630 we get 660 for the first field) but we have to defeat 3 extra teams...
I think it hurts us smaller guilds more than the bigger guys. We thrive on these rewards as our only way of getting some of this gear.
The total points still evens out, but if you don't sweep, it puts you behind for every uncleared zone. And I agree, it hurts the smaller guilds more, because needing extra offensive squads to clear each zone is a bigger impact on a smaller guild.
for conquering a zone with 25 teams in it rewards 690/1140, conquering a zone with 24 teams rewards 700/1150. It all evens out for a full clear. The only disadvantage is the team with less than 50 members as you have less overall available teams for defense/offense.
The guild that set fewer defenses is behind on points and playing catch up through the match. Only a full clear ensures they achieve a tie. Also, defense teams get to be used more than once effectively should an attacker fail to defeat them. So if both guilds are focusing on setting maximum strength defenses, then the guild that can set more has an advantage.
So, maybe not fair (perhaps there is a reason behind this based on relatively strength of rosters, but we haven't been told).
I'm pretty sure the "banner rules" haven't changed at all. What's changed (or is bugged, no official word yet on that, that I've seen) is the squad deployment limits in each territory are no longer the same for opposing guilds. I'm not sure how this will effect gameplay, but a full board clear will still result in a tie. So I can't see how this was something the Devs did to address the complaints about ties.
The guild that set fewer defenses is behind on points and playing catch up through the match. Only a full clear ensures they achieve a tie. Also, defense teams get to be used more than once effectively should an attacker fail to defeat them. So if both guilds are focusing on setting maximum strength defenses, then the guild that can set more has an advantage.
So, maybe not fair (perhaps there is a reason behind this based on relatively strength of rosters, but we haven't been told).
Both side has to clear the map. The main issue we had was the tie problem if both sides clear the map. This change does not solve the problem at all.
I'm pretty sure the "banner rules" haven't changed at all. What's changed (or is bugged, no official word yet on that, that I've seen) is the squad deployment limits in each territory are no longer the same for opposing guilds. I'm not sure how this will effect gameplay, but a full board clear will still result in a tie. So I can't see how this was something the Devs did to address the complaints about ties.
It may be a new match making based on GP that their allowed to set 25 if lower GP. The same happened to us we had a lock in at 47 134 million GP at 24 teams per sector vs a team that has 120 Mil GP with 25 per sector. What are all your GP looking like to your opponents?
I am unsure how it happened and trying to work it out lol
The guild we are up against only has like 5 members listed on their .gg account, so no way to tell their actual GP. I'm just praying that's a sign of them not being well organized or OP.
I suppose by having one side with a stacked defensive advantage..... THEY FIXED TIES
The CG Troll train is riding HIGH today!
Depending on how each side plays. If the higher defense team plays for ties than they will set weak defenses and therefore it will tie. If both sides play to win the team with more defenses actually is at risk of running out of steam offensively. The last tw the other side played strong on d and couldn't clear our defenses.
It may be a new match making based on GP that their allowed to set 25 if lower GP. The same happened to us we had a lock in at 47 134 million GP at 24 teams per sector vs a team that has 120 Mil GP with 25 per sector. What are all your GP looking like to your opponents?
I am unsure how it happened and trying to work it out lol
A Dev posted the following on Reddit, so I assume that means it's a bug:
"If you're having this problem, can you message me with the name of your guild and the name of your opponent's guild?"
I'm pretty sure the "banner rules" haven't changed at all. What's changed (or is bugged, no official word yet on that, that I've seen) is the squad deployment limits in each territory are no longer the same for opposing guilds. I'm not sure how this will effect gameplay, but a full board clear will still result in a tie. So I can't see how this was something the Devs did to address the complaints about ties.
A Dev posted the following on Reddit, so I assume that means it's a bug:
"If you're having this problem, can you message me with the name of your guild and the name of your opponent's guild?"
I'm pretty sure the "banner rules" haven't changed at all. What's changed (or is bugged, no official word yet on that, that I've seen) is the squad deployment limits in each territory are no longer the same for opposing guilds. I'm not sure how this will effect gameplay, but a full board clear will still result in a tie. So I can't see how this was something the Devs did to address the complaints about ties.
A Dev posted the following on Reddit, so I assume that means it's a bug:
"If you're having this problem, can you message me with the name of your guild and the name of your opponent's guild?"
In Territory War, we put 22 teams for each area and get 4400 points before battle. But other team put 24 teams for each area and get 4800 point battle.
How it can be fair game. They will start 400 points ahead of us.
It may be a new handicap match up that was added or may of already been there previous but before match ups were based on lock ins and now a handicap is added based on GP differences. Hopefully this gets cleared up today if WAI or Not WAI
My guilds TW is totally whack this time around. We were allowed 14 squads per section while our opponent was allowed 21. I'm not too concerned as we filled our sections and set down more teams on defense overall then they did, but this still feels unintentional.
And it doesn't seem like this solution even helps to deal with the tie problem, because if everyone clears the map you still tie. Wasn't that the one thing they were supposed to be doing?
We have the same problem 23 vs 24. Even though we will gain on them as we can defeat more enemies, they got 20 flags per team and we will only get 10. If every territory is conquered it will not be a tie, they will win with 100 flags.
Time to make a new account it seems if we are basing it off of GP. Guessing players are going to go back to square one and restrict all the low performing characters to level 1 and make it fair for their guild to go into a fair match. *sarcasm*
Replies
The total points still evens out, but if you don't sweep, it puts you behind for every uncleared zone. And I agree, it hurts the smaller guilds more, because needing extra offensive squads to clear each zone is a bigger impact on a smaller guild.
The guild that set fewer defenses is behind on points and playing catch up through the match. Only a full clear ensures they achieve a tie. Also, defense teams get to be used more than once effectively should an attacker fail to defeat them. So if both guilds are focusing on setting maximum strength defenses, then the guild that can set more has an advantage.
So, maybe not fair (perhaps there is a reason behind this based on relatively strength of rosters, but we haven't been told).
Both side has to clear the map. The main issue we had was the tie problem if both sides clear the map. This change does not solve the problem at all.
Agree.
I suppose by having one side with a stacked defensive advantage..... THEY FIXED TIES
The CG Troll train is riding HIGH today!
I am unsure how it happened and trying to work it out lol
Where is the logic behind that?
Depending on how each side plays. If the higher defense team plays for ties than they will set weak defenses and therefore it will tie. If both sides play to win the team with more defenses actually is at risk of running out of steam offensively. The last tw the other side played strong on d and couldn't clear our defenses.
A Dev posted the following on Reddit, so I assume that means it's a bug:
"If you're having this problem, can you message me with the name of your guild and the name of your opponent's guild?"
A Dev posted the following on Reddit, so I assume that means it's a bug:
"If you're having this problem, can you message me with the name of your guild and the name of your opponent's guild?"
Interesting...
How it can be fair game. They will start 400 points ahead of us.
This is not fair matching for our guild.
It seems very unfair!
@CG_Kozispoon