TsumijuZero

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  1. Quote:
    Originally Posted by Emberly View Post
    We tried fighting NS between the barracks and still got shot to **** by the turrets. Not sure why that happened but it wasn't a big deal to shut them off; the no turrets badge is the easiest one to get IMHO being as you get it almost by default on your typical "pull to courts" run.


    Try this out, works nicely for us over on Union doing back to back MO's.
  2. TsumijuZero

    Master BAF

    We've been pounding on Marauder now for a while last night and it seems you have to have a LOT of exotic damage to take him down without pacifying him. I really doubt thats the mechanic that the dev's invisiged to complete this MO badge set however
  3. I hate to ask, but considering the guides posted all over the forums, why are people still on "tower duty"?
  4. at the moment that the AV runs out of HP, if there are no reinforcements on the map, you get the badge. Using the reinforcement team strategy and the timer, its quite controllable.
  5. TsumijuZero

    Master BAF

    couple of questions for you guys.

    On testing, it seems only certain powers inflict damage while Marauder is enraged. Have you guys genuinely damaged him significantly using NO Pacification Grenades whatsoever or are you achieving this damage using grenades obtained in the courtyard?

    When completing the trial using no Molecular Acids, are you just ignoring the mobs and focusing on Marauder? Or are you intercepting the reinforcements?
  6. TsumijuZero

    Successful BAF

    well despite having posted a guide to MO tactics, a lot of US servers are still pulling to tennis courts or assigning people to turn off the turrets...

    Still, great to see Union leading the way on this
  7. TsumijuZero

    Master BAF

    Quote:
    Originally Posted by Beef_Cake View Post
    Now as for Lambda, This is very doable as well, I will chime in here and let you all know how my testing goes with that trial.
    I did some testing on Union yesterday, we have a workable basis for a strategy, just need to get the implemenation right!
  8. NP flea, always a pleasure working with you on strategy
  9. 1) Do you get the badge after killing both of them at their spawn points or after their second, must-be-killed-within-10-seconds, death? If the former, couldn't you kill them at their spawn point and THEN move them to the center?

    Moving either AV at any stage more than about 50m causes the badge to not be awarded.

    2) How much can the AV move, if at all, to get the badge? Could you hug the buildings close to the spawn point or do you fail if AV moves 1 inch?

    Nightstar can move freely between the Barracks and Siege can move to the BAF doorway quite happily without jepordising the badge. Pulling them to the tennis courts causes an epic fail.
  10. Refinement to not only overcome the "Lets pull to the tennis courts rubbish" but even out the rewards is always great, cheers for the updated info Ideon!
  11. TsumijuZero

    Master BAF

    Two MO runs back to back for Union using the strategy we devised over there
  12. As far as lambda goes, I have some ideas about the MO run, which I'll detail here, and some tests that I'd like to complete.
    • Synchronized Destroy a Weapons Cache and an Incubation Pod within 2 seconds of each other during the Lambda Sector Incarnate Trial.
      This is easily achieveable at random, teams can always get to 9/10 temps and do a synchronised assault to try and match defeat times.
    • Well-Stocked Complete the Lambda Sector Incarnate Trial having acquired 10 Pacification Grenades and 10 Molecular Acids but using none of them.
    • Antacid Complete the Lambda Sector Incarnate Trial having acquired 10 molecular Acids but using none of them.
    • Lambda Looter Complete the Lambda Sector Incarnate Trial having acquired 10 Pacification Grenades but using none of them.

    Given that Well-Stocked also includes the requirements for Antacid and Lambda Looter it would be sensible to achieve these three in one attempt. My suggestion is to attack the facility as normal with 2 teams, one taking lab, one taking warehouse.

    I have seen that the mobs spawning near Marauder from the reinforcement doors use the same AI methods as the Cathedral of Pain trial in that mobs spawned under the same conditions are treated as one entity and attacking one will draw aggro from all of them. Additionally as we have a reinforcement timer, I would like to suggest a repeat of my strategy from the B.A.F to some degree.

    Things to experiment with and test.
    • Are the mobs that spawn with the supply drops in the courtyard linked to the reinforcement mobs under the AI conditions noted above?
    • What spawning pattern is used for the reinforcements, do they spawn from the closest door to Marauder at each timer interval?

    Suggested MO strategy
    • Give ALL temps (Pacification Grenades and Molecular Acids) obtained through the Sabotage stage to ONE person, who holds them for the remainder of the trial to achieve the nessecary badge conditions.
    • Depending on the answers to the above questions, divide the league into 3 groups.
      • Team dedicated to attacking Marauder (5 people from a team as an example)
      • Remainders of the same team constantly attacking the Weapons Crate Spawn, so that the temporary power is always present in the team attacking Marauder.
      • Entire team dedicate to intercepting reinforcements as they spawn, location, duties and numbers again dependant on the outcome of previously mentioned tests.

    If the reinforcements from the open Reinforcement Portals and the lack of the 10 pacification grenades from the Warehouse are overcome, the victory conditions for the badges should be met.
  13. TsumijuZero

    Successful BAF

    Yeah I posted a guide here as well this morning and am just working on the escapees stage too
  14. Cheers for the response, I'm seeing a few people getting MO badges having used this guide, so thats great!!!
  15. TsumijuZero

    Successful BAF

    Think it was @Ammon, noting that he has a guide up using the 3 team strategy for the AV's I devised posted this afternoon...
  16. Tsumiju Zero's strategy for the Behaviourial Adjustment Facility.
    This strategy was devised by myself to easily facilitate the "Master of" badges and to make runs easier to complete. This method does NOT require the Tennis Courts to be used for AV battles. While this brutish method was successful on test, it lacked any kind of control and finesse in terms of strategy, so if you've been using this method and are still finding it tough, your life is about to get easier thanks to the players of Union.

    • Stage 1: Defeat IDF Forces Turrets = *Offline*
      After the cutscene, all teams will enter the trial just inside the south wall of the facility. The area is full of Warworks Clockwork in groups of about 8-10. As this section has no timer, it would be prudent to communicate with the league and re-organise teams as appropriate before charging in. Once 60 Warworks have been defeated, Nightstar appears at the barracks at the East end of the facility. Also if you are doing an attempt at the Master of the B.A.F. badge, then make sure nobody touches the Turret Computers on the perimiter wall as this impedes getting the "Alarm Raiser". badge.

    • Stage 2: Defeat Nightstar Turrets = *Online*
      Attack Nightstar in her current location, using the Barracks as cover to stay out of the turrets fire arc. Moving Nightstar to the Tennis Courts in the middle of the map is NOT nessecary and impedes the ability to obtain the badge "Gotta Keep 'Em Separated".


    • Stage 3: Prevent the Escape of the Mindwashed Resistance. Turrets = *Offline*
      All paths from spawn to exit cross the paths to the north and south of the Tennis Courts.
      • Two teams should position themselves along the South of the Tennis courts forming a Killbox.
      • The remaining team forms a killbox North of the Tennis Courts.
      Success in this stage, making sure there are NO escapes during the 5 minutes, will award the "Not On My Watch". badge.



    • Escapees Deployment courtesy of Ammon and tested significantly 08/04/11

    • Stage 4: Defeat Siege. Turrets = *Online*
      As soon as the escapee phase ends, assign a high damage team to wait just east of the Helipad in the map above. This team should note, and attack Siege's 9CU Warwork's as they spawn, allowing the other 2 teams to take Siege on at his spawn location. 9CU's will spawn every 30 seconds, a timer noting this is shown on the Raid UI. Knockback powers here can cause enemies to run to support the AV's anyway, holds, damage and Knockdown powers as the 9CU's spawn are much better at containing them. It is NOT nessecary to move Siege if you attack him from the doorway just north of his position.
      Moving Siege will not award the "Gotta Keep 'Em Separated". badge so again, ignore calls to move him. The team defeating the reinforcements, pre I20.5, would have been the only team recieving IXP from the spawning Warworks. As of I20.5 onwards, this will no longer be the case and it will not be required for members of other teams to be present to share those rewards.

    • Stage 5: Defeat Siege and Nightstar. Turrets = *Online*
      The Helipad team stays where they are, however now they will face alternating waves of 9CU's and MKV Warworks every 30 seconds. The same tactics apply against the mobs and this team continues to hold this location for the remainder of the trial.
      One of the teams attacking Siege breaks off and heads back to Nightstar and fights her in the same way that they did in Stage 2, using the barracks for cover. As there will be NO mobs to fight, the two AV teams should find it much easier to control the HP of the AV's down to 10% and doing a controlled defeat. Because the reinforcement mobs are being dealt with as they appear, this strategy yields a very high chance of awarding the "Strong and Pretty ". badge.


      Checklist
      • At NO point should it be nessecary to move the AV's if this method is used correctly.
      • At NO point should it be nessecary to disable turrets if this method is used correctly.
      • At NO point should teams be overrun with reinforcements if this method is used correctly.
    A Vodouisant merely seeks to inflict pain, those with Bushido in their hearts will follow the path to enlightenment
  17. TsumijuZero

    Successful BAF

    Soon as I get the escapees bit worked out to my satisfaction, I'll write up a full guide methinks
  18. TsumijuZero

    Master BAF

    I'm super close, just need to do a run with no escapees making it out!
  19. TsumijuZero

    Successful BAF

    We have just done back to back BAF's with the above tactic and on each occasion controlling the AV HP has been a cakewalk. Another strategic success for Union methinks!
  20. We already have said strategy posted over on union... Not that we're too fast or anything...
  21. TsumijuZero

    Successful BAF

    Tsumiju Zero's updated tactics for the Behaviourial Adjustment Facility.
    Apologies for the double post. This is an original strategy of mine, so no pinching please!
    • Stage 1: Defeat IDF Forces
      Pretty straightforward gank and spank of 60 targets.
    • Stage 2: Defeat Nightstar
      Attack Nightstar en locale, using the Barracks as cover to stay out of the turrets fire arc.
    • Stage 3: Prevent the Escape of the Mindwashed Resistance.
      Work In Progress regarding strategy.
    • Stage 4: Defeat Siege.
      Attack Siege en locale, using the BAF Doorway as cover to stay out of the turrets fire arc.
      Immediately after Stage 3, assign a team to loiter at the west end of the building North of the tennis courts, this allows that team to spawncamp the reinforcement spawns, which alternate on a 30 second timer throughout the Siege battle, making it MUCH easier.
    • Stage 5: Defeat Siege and Nightstar.
      As above, the team in stage 4 holding down the reinforcements will now face 9cu's and MK V's on a 30 second alternating timer, by supressing these reinforcements, the AV battles will be much easier to deal with and yields a MUCH higher possibility of getting the badge for having no reinforcements present on the field.
      • The mobs that support Siege and Nightstar during the B.A.F use the same AI coding as those found in the Cathedral of Pain trial. Attacking a single target in any of the mobs, can and will cause all mobs spawned under the same conditions to attack you.
      • At NO point should it be nessecary to disable turrets if this method is used and formations adhered to, also yielding an additional badge.
  22. League Leaders are getting demoted a lot too with others promoted in their place when loading into the various trials. Will test to see if locking teams has any effect.
  23. sadly it happens, but on the upside if you have a decent BAF strategy we cen get some runs in tomorrow

    I'll continue to update notes as we go about each trial so we have a good set of information to work from.
  24. Tsumiju Zero's updated tactics for Lambda Sector.
    • Stage 1: Defeat IDF Forces
      From the start of the mission, sweep around the entire road surrounding Lambda Sector defeating all opponents. Then clear the Courtyard, the roof of Lambda Sector and the turret guns on the defensive wall. This makes the latter stages easier, and with no time limit rewards a large amount of Incarnate XP and drops.
    • Stage 2: Access Lambda Sector and Defeat Security
      The League Leader should at this stage assess their teams and decide two important things, which team is more adept at handling mobs, and which would fare better against Marauder. Whichever team get the Marauder job, should be directed to sabotage the Warehouse after defeating the security War Walker. Please note: The timer does NOT start immediately after defeating the War Walker, teams do have time to organise and discuss the sabotage section.
    • Stage 3: Warehouse and Lab Sabotage
      Teams should be thoroughly prepared for this section before entering. The objective here are the Weapon Crates and Containment Chambers scattered around the map. Essentially, this section should be played as a game of follow the leader, ignoring mobs where possible unless one of the aforementioned targets is present, even then, until a few minutes have been added to the clock, ignore fighting mobs and focus on the job at hand. This stage is damned important, getting 10/10 targets in the Lab and Warehouse is a must!
    • Stage 4: Pre-Marauder checklist
      Once Marauder turns up, you have a short time in the room where you fight the War Walker to arrange things, everyone with Molecular Acids temps, should pass them to the first two characters in that teams list, so that those two people can deal with all 10 portals. Where possible, pass the Pacification Grenades to the tanks of the team assigned to take Marauder.
    • Stage 5: Battle with Marauder
      While 2 people with the Molecular Acids deal with the reinforcement portals, the others should Immediately begin their assault on Marauder and deal with the current mobs supporting him. Without attacking momentum, the amount of enemies present will make dealing with him almost impossible.
      • If Marauder uses Nova Fist please back away and get some extra mobs hits in, again thinning his reinforcements.
      • Marauder will also jump around the area in an attempt to throw us off, don't forget to target him by clicking his health bar in the objective window, follow him and keep the attacking pressure on!
      • The mobs that support Marauder (and incidentially supporting Siege and Nightstar during the B.A.F.) use the same AI coding as those found in the Cathedral of Pain trial. Attacking a single target in any of the mobs, can and will cause all mobs spawned under the same conditions to attack you. This means sniping out a Battle Orb in error will bring Marauder and every supporting mob to the person that attacked, this is a useful feature for starting the battle and bringing Marauder away from the Lambda Sector doors (we fail if he leaves) but teams must be prepared for their attack and engage them so that aggro isn't focused on just one person.