TsumijuZero

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  1. For those who have yet to run the trial and wish more of an understanding of the layout of the trial, I hope you find this of use.



    additions will be made as more information becomes availiable through playtesting and running the trial on the live servers post release.
  2. TsumijuZero

    Damzs Hami Raid

    Hami's aren't regularly completed due to their complexity and time consuming nature against the rewards offered. There are rumors of a Hamidon Raid coming up, when details are confirmed it will be posted here for discussion.
  3. Additional information discerned from testing / feedback.

    Visual Reference Attached:

    The biggest obstacle at the moment is the aforementioned Antimatter pulse, which if characters are not sticking together becomes extremely difficult to survive over time. Additionally powers that cause a debuff which are also slotted for damage should NOT be used on Antimatter himself as he will naturally lose HP over time if these are applied, casing the following pulses to be more harmful to ourselves. As time and consisntency develop, a "Master Of" run will naturally be availiable once my fellow Unionites are familiar with the trial and strategy.

    It would be logical for the league to consist of two teams, each with simple effective duties. Team 1 as noted in the visual reference should be an outright kill/clearing team with heals/rebirth powers to survive the pulse. This team will systematicially eliminate opposition from the bottom of each reactor upwards making it easier for the second team to complete objectives.

    The second team will handle the objectives proper such as gathering the Power Cells / Defeating Warworks before they withdraw and attacking the various bunkers. Once the kill team has completed their sweep they can rejoin Team 1 and use and Power Cells they might have obtained.

    Additionall information to follow.
  4. not sure if its been mentioned here, but MM's are due for some buffage!

    http://boards.cityofheroes.com/showp...83&postcount=1
  5. Quote:
    Originally Posted by VoodooGirl View Post


    This is how I run my Trials. Everyone typically walks out with a Very Rare. Period.

    For the visually and conceptually impaired, this is a joke.
    You run Itrials by throwing snakes at old guys? Additionally I would consider it mathematicially unlikely that everyone always walks out with Very Rare's based on the discussion of my 3 team strategy versus the Tennis Courts method (which is unworthy of the word "Strategy" to describe it) during BAF's.

    On the subject at hand, there are AT's that are getting shafted because of this and I applaud TA for sticking his hand up and reporting a potentially unfair system. Given the nature of how MM's work, MM's could recieve a "load bias" for their reward tables which could even things up (not immediately mind you, but over an average of about 20 drops, no AT should really have a distinct advantage in what they recieve from equal effort) ~ Techbot, that sound like something in the way of a decent suggestion?
  6. TsumijuZero

    New Zone

    I had an idea to have a Devouring Earth cave system linking the RWZ's huge DE door with one similarly placed in the Abyss and the Hive respectively, so that you not only have more connections into the Warzone (which could have Vanguard checkpoints underground) but a deeper insight into the Devouring Earth.

    There could be plenty of those spawning pods down there, with central rooms much like the Eden trial whereby a Giant Devoured could spawn as a GM, and there could be a gathering event much like that of Bloody Bay, where temporary powers or other rewards could be earned.
  7. Quote:
    Originally Posted by EU_Damz View Post
    Hero A has been called in to stop a bank robbery, upon arriving at the bank robbery you see its your nemesis who you have been trying to track down for months. Your nemesis has been on a killing spree now for all that time and this could be your best chance to put an end to his crimespree however just before you head into the room to face off against him . . . .

    You find out that he also has your husband/wife and kids in a seperate building which is rigged to explode very soon, now you are faced with a dilema. Which do you do?
    I'll take door number 3, beat the living snot out of the villain while sending either the PPD or another of the (millions of) heroes zooming around to defuse the bomb.
  8. By cross analysing the reference material from tonights patch notes, and the recent news article on the main page of the website, a pre battle strategy can be discerned about each of the noted sections. As we actually get to run the trial EU side, this can be refined and adjusted as required. Hopefully without numpty's stumbling through the trial as happened with the BAF and the resulting "Tennis Court" Strategies.

    ***oh no wait, we have a completed trial by... ughh... tennis courts all over again!***
    • Anti-Matter:
      • Antimatter Pulse: this is linked to HP and antimatter has no regeneration other than the following disintegration ability. Pulse hits every 30 seconds and as his HP decreases the damage increases, best bet to ignore AntiMatter during first 3 phases or damage him down to key HP markers.
      • Entanglement ability: all characters with opposing aura’s should be moved around team wise in the league when this ability is used and retasked to different duties to negate the debuff imposed.
      • Disintegration: Any players effected by this ability should retreat in a similar manner to sequestrian during the BAF trial, however failure to do so heals antimatter.
      • Devastation beam: When it fires, don’t be in it, similar to the Nano-Weapons from the Battle Maiden fight of the Apex Task Force.
      • Systematic Decay: Melee fighters are encouraged to "throw" their melee attacks at AntiMatter to bypass the majority of his AoE damage aura.
      • Re-Generation: During the final fight, task a team to sabotage the 4 terminals controlling anti-matters regeneration ability, while the other 2 lay on the punishment.

    • Reactor Hope
      • Power Cells: 30 glowies to collect and use at 10 objects – similar mechanic to Molecular Acids and Portal Doors during the Lambda Sector trial, however these are defended by Warworks.
    • Reactor Genesis
      • Chase down Warworks: these are escaping with power cells (guessing another 30 required) and in order to be used they must be placed whilst Anti-Matter is present. I would suggest a single team taunt him round the area systematically whilst the other teams gather and place the Power Cells.

    • Reactor Infinity
      • Power Cells located in Secure Bunkers: Power cells (guessing another 30 required) are located in undisclosed bunkers around the last reactor. In order to be used they must be placed whilst Anti-Matter is present and this time, all defending targets defeated. To make this last phase easier, it would be beneficial to have the taunt and placement teams tackle Genesis and Infinity in the same manner. I would suggest a single team taunt him round the area systematically whilst the other teams gather and place the Power Cells.

    Edits to follow as more data is compiled.
  9. it was a great night and I thank everyone from Union that took part, it's a nice feeling to have "been there" for the event
  10. yeah it was a good evening, it reminded me of the old hami raids where there was a massive social gathering while we organised teams etc before entering!




  11. Just a few random images from the evening, Damz and I were synchro-dancing throughout most of the evening and we drew a little crowd around 11pm. Later into the evening more and more Unionites appeared including Thyristor v.2, Bix, Damz of Union, Knighty-knight, British Bullet, Freekdom, Soul Storm, Ideon, Lady Arete and many many more!

    Well represented Union!
  12. Just a quick word to everyone from Union that represented tonight on Freedom for the badge event. I would put that I survived, but I was "forcibly disconnected" at midnight for some strange reason.

    Plenty of screenshots to upload tomorrow, but a great event nontheless!

    PS. Union rules.
  13. Just to test the waters I ran a BAF tonight (I was initially going to just observe but I was volunteered to lead) and using the switch-out of a few blasters between positions everyone got a healthy chunk of IXP and we had a few people get MO tonight.

    Sadly we missed ONE escapee though, but the strategy is sound in the opinion of all that took part.
  14. TsumijuZero

    Upgrading Bases

    disabling the Geometry Buffers via ingame options helps too, but you do take a visual quality hit against it.
  15. Quote:
    Originally Posted by Arcanaville View Post
    1. The bonkers tennis court strategy is how I've seen 95% of the runs on Triumph go since day two except for the ones where the league mutually agrees to go for a badge, such as separated. It basically never fails. I've never personally seen a BAF fail at that stage with Nightstar and Siege pulled together. I've only seen BAFs fail during disorganized escape phases and separated runs that go horribly awry.
    Adversely I've only seen runs fail through letting prisoners escape and have never had a fail on a seperated run as the key was supression of the reinforcements. Each server is a little different due to population and players, but given the choice I'll take the extra merits for each and every run thanks
  16. what you have identified is not a new strategy, thats the same bonkers Tennis Court Strategy that allowed us to get our butts handed to us on test despite the prescence of Dev players.

    What needs to be re-established is the leadership style that includes sending a blaster from each AV team to the reinforcement spawn as detailed in the guides of both @ammon and myself. Instead of using aforementioned barmy tennis court malarky, why not just remember to make the mentioned team changes mid trial, it takes what, 4 pm's or a sentence on league chat to do?
  17. what I did with my recent re-model was to make a new row of rooms up the side of the plot of the base, with one of each important room along it that I could drag important items to one after another. After that was done, I deleted the now empty rooms and rebuilt my base, moving items back across as nessecary.
  18. TsumijuZero

    Apologies!

    Just had a Mapserver at a critical stage of tonights MOLambda run with Salacious, and I seem unable to log back in! There was under 2 minutes remaining on the timer so someone let me know how it turned out please!!!

    ***Nevermind, after a full reboot I'm back in***
  19. I tried to adopt him, but he wouldn't fit through the base portal so he's currently stood in the ocean sulking
  20. TsumijuZero

    Weird BAF's!!!

    Quote:
    Originally Posted by Le Blanc View Post
    And another thing, when did Virtue become the "boot camp" of incarnate TF's? The one I got on right after, had a leader saying something to the effect of "I may be a (part of the male anatomy that rhymes with Rick) but Virtue has taught me how to do these." or something to that effect. That kinda weirded me out. And oddly enough, we lost too many prisoners and failed. It was just a bizzare night on Infinity tonight. Oh well. Hope everybody else had a good night.
    Virtue has taught me how to do them and they the prisoners stage failed.... that kinda says it all. Each Server has their own take on the BAF, I like to think between my adds strategy and @Ammon's prisoners deployment we have it down pretty well on Union though.
  21. Oops, having not been on virtue I never got to see said Gull hence the mistake, still, I like our little lost War Walker
  22. I found that out and happily found my Supergroup Page featured!!!


  23. temporary image until my hosting is restored!
  24. And we have a little lost War Walker in Talos Island!

    I do have some great screenies, just waiting on my hosting company to fix whatever it is thats broken my FTP connection!