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I think my biggest frustration with the Lambda badges is that there is no clearly definitive line to us, as players, that we've done something incorrect while in the midst of the trial.
We all believed we'd done everything correctly to achieve at least the Lambda Looter badge, yet we failed according to the powers that be. We still don't have anything concrete from them as to why, other then "you didn't do it right".
Why isn't there some communication in the game that yes "you've done this, so you're still good to go for the badge!" flag or verbiage? All this does is set up Customer service for more headaches with folks trying to sort out what the "HE double toothpicks" happened! It also leaves us feeling like we've been cheated out of things we have felt we've achieved. -
I whole heartily agree with you. It still baffles me that that is part of the requirement to get any of those three badges.
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Anybody got a wooden stake and a hammer? We need to put this out of it's misery.
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Quote:Can't argue with this at all. When the AV has followed me I just jump to another spot to keep it as close as possible to the spawn point. No problems, no worries, and no, it didn't keep me from getting the MoBAF badge...I've yet to have the AV follow me any distance at all in that situation... if it does find a path I simply move to the other side and force it back where it came from. The AV very quickly looses interest in me with the other melee pounding on it.
If you don't have 4 sturdy characters (2 per AV) to share AV aggro then you have to improvise and in that situation you're probably best off just pulling the AV's. It's very easy to keep the AV in place while you're pulling out however... just pull out in a direction that the AV's path is blocked by other melee characters. The AV will look at you, turn sideways, turn back to you and try to figure out how to get past the obstruction. By that time another melee should have the attention.
Admittedly if you have a league of idiots then you're best off just doing the standard pull to the tennis court but it really only takes two melee characters per AV who know what to do in order to handle the spawn point method.
I agree that if the AV does follow the tanker then it's the tanker's responsibility to get it back in place before it moves beyond the spawn point tether... the easiest way is to jump to the opposite side of the team.
For example:
- Starting position: Team..Melee.AV.Tank
- Tank gets second warning: Tank....Team.Melee.AV
- AV starts to follow: Tank...AV..Team.Melee
- Tank jumps to the opposite side: AV..Team..Melee...Tank
- AV moves back into position: Team..AV.Melee...Tank
- Another melee has aggro: Team..AV.Melee...........Tank is out and works with the reinforcement team until the red rings fade, then replaces the Melee.
- Rinse & Repeat until finished.
Now to decide if I want to try for the MoLambda again. -
Quote:Not that I play PvP, but I believe Taunt in PvP is not auto hit and thus would need Accuracy enhancements.IIRC, Taunt is not auto-hit on AVs & GMs. Have they changed that recently? If so, why do they still allow Acc slotting?
Still, Taunt is really well necessary on 50(+) content. I used to be in the "tanks don't *need* Taunt!" school for years too, but once the high level TFs came out (ITF, LG, STF, Kahn, etc), and the need for keeping aggro of multiple AVs, keeping them tightly packed (hey, Taunt debuffs range too--yes, AVs resist this, but it helps), etc, keeping aggro from IO'ed out scrappers & blasters, etc, you really need Taunt.
I didn't know the MoLambda thing is bugged atm. Maybe I should do a few runs--having to kill Marauder 3x w/o grenades is kinda painful. Once is bad enough... -
I wouldn't be surprised it that is how we "failed". I look at that "requirement" and can't help but think "who designed this?! " without having some indication in game that it would disqualify you. Really? How esoteric can you get!
And yeah, I'm still extremely annoyed, I admit it. -
At the moment I'm in agreement with you. I have absolutely no enthusiasm for any of the Incarnate trials at the moment, even for my other lvl 50 toons.
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Quote:(bolded and colored for emphais)
If your league is working on the Lambda Looter Badge, the objectives are: - The league gathers all powers during the Sabotage phase (all 10 Acids and all 10 Grenades).
- After the Sabotage phase, the league does not use any of the gathered powers.
- Also, during the final battle, the league does not make use of the Shipments to acquire any powers.
- More succinctly: the league gathers all the powers in one area within 15 minutes and then completes the event without using any of the gathered powers.
So. IF you gather all 10 Acids AND all 10 Grenades and use none, you get the Lambda Looter badge. But IF you get another Grenade or Acid from the shipments you don't?
Am I reading that correctly? -
The Dev's have coughed up a furba... er have spoken.
http://boards.cityofheroes.com/showt...12#post3592312 -
Quote:I say "Brilliant!"Wait a sec... it's worse than that...
If you wanted to get an extra Astral Merit by doing, say, Antacid, over again....you'd have to forgo getting any Grenades... but then you'd lose the Merit for the 10 / 10 on grenades collection, and the Merit for getting full sabotage on both sides, for a net loss of an Astral Merit.
If you do want extra Astral Merits on Lambda, only option is Lambda Looter, which means if you beat Marauder with no acids or paci grenades, you get a grand total of 4 Astral Merits.
As many as a BAF awards on normal completion. Leave the guard towers on or stop all the prisoners, and you're up to 5 merits. Really? Doing Lambda without using Acid / Grenades gets less reward than BAF with guard towers left on? Doing Lambda the "hard way" looks to be both more difficult and more time-consuming to me...
er uhm.... nvm. -
Yeah. The wording in game is a bit of a fail on the dev's part for Antacid and Lambda Looter if it REQUIRES getting none of the other temp powers. IF nothing else the team SHOULD have been awarded the "Well Stocked" badge anyway as we did EVERYTHING that was required of that badge.
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If I recall correctly on our "successful" run, those with s/l damage worked primarily on the adds so we didn't get over run. I wouldn't sideline them, but have their focus on adds not Marauder.
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The straight jackets are nice and comfortable. Even comes with your name embroidered....
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I was also on the run with Arwen and no one used any of the temps. We even double checked the portals to make sure no one had used an acid. Marauder was never pacified.
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Quote:I believe there are arrows at the bottom right of the League window that will shift it from being taller to being wider. Not sure if those will help you, but I usually shift it to wider myself.I like the ideas. I have one more to add though.
I wouldn't mind if we could re-arrange or re-size our own maximized league windows so we could align the teams horizontally instead of the current vertical method. I don't know if there is a way to do this right now. If there is, I haven't found it.
The reason I ask for this is because right now the league window is so tall, it actually covers up most of my map window. I know I could move the map window to another place on my screen but I have so many windows/power trays as it is, something else will have to be moved to its place and that in turn will get covered up. Then there are the choices of minimizing my chatbox to a much smaller size (won't be able to see much league/team conversation) or switch to team only tab (won't be able to see the other the league team's status). None of those options are really desirable. -
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Quote:If I'm reading this correctly then buffs like Accelerate Metabolism, Recovery Aura, Regeneration Aura, etc. will not affect anyone outside your team while you're in League mode?
Team-wide buffs ONLY affect the team you are on. - This is a game balance issue, as these buffs stacked into the quantities a League could bring to bear would be more than overwhelming.
So. Anyone using the League mode for Hamidon raids will be gimping themselves since the buffs that normally hit everyone in range will now only hit teammates? Am I reading that correctly? -
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Not that it truly matters, but I find it interesting that they made two different mathematical choices with Defense and Resistance when they chose not to apply debuffs to the base values of both.
Thanks as always for the insight into CoH's inner gears.