Vicious_Altitis

Recruit
  • Posts

    9
  • Joined

  1. Not screenshots of the whole base, but just a quick couple of our lounge area with updated fireplace. We figured when we rebuilt our base we might as well upgrade the size of the fireplace while we were at it.

    UGA-Champion Server

    Fireplace

    Library 1

    Library 2
  2. Good guide, just some notes I can throw in off the top of my head...

    1. For a Master run, try and get as many people on the team as possible on either Ventrilo or Teamspeak or something along those lines. This makes such a huge difference

    2. The ambush in Mission 1 doesn't always come from the right. Most of the time it does, but I've seen it from the left, behind, and from down the ramp. Also, before destroying the last part, before the cutscene, I will throw Spectral Terror down on the stained patch of ground at the top of the ramp. That way, when the cutscene ends the mob already has a fear thrown at it.

    3. Make sure in Mission 1 that everybody knows how many parts to leave, and not to destroy which ones before you start. Also, some teams may not do it this way, but we always exit immediately as soon as the Exit button pops up. Some people may not know to do that and can lead to a death real quick.

    4. If ghosting to the thorn tree, at the section with the waterfall and the named bosses, one of them sets up seeker drones which give the mobs +perception. Not sure what level of stealth they can see through as I haven't tried testing that very extensively, but they have spotted our ghoster before. So just keep this in mind if ghosting on an MSTF run.

    5. For defeating the "Security Chiefs?" we usually send 1 blaster and 1 emp to blitz the Chiefs until the key is found, then the whole team rushes to the door to wait out all the ambushes. For this part a targetting macro or bind is very handy. I don't know the macro offhand, but I just bind to the letter g with:
    "/bind target_custom_next security"

    6. The ambushes after you get through the door will spawn mostly under the ramp, but they will also come from the doorway at the bottom of the ramp, or I've also seen them spawn under but then rubberband to different parts of the room. We've even taken out the first AV and had them spawn on the second floor. So make sure to watch out for more than just under the ramp.

    7. Ghost Widow and her holds are probably the most dangerous part of this TF from my personal experience. CM on the main tank is very very necessary for her. Our stone tank has been held through 5 CMs and 2 Clarity. From what I understand 8 is enough, but not 100% sure on the mag she can stack up to, so more is better. Also, she can cage your tank, so it won't be able to taunt. Very important to let the team know as soon as it happens, otherwise they can peel the aggro off while the tank is "Only Affecting Self". One last note on Ghost Widow is that she has a PBAoE heal, so the more toons in melee range of her, the more she will heal off of them, so keep everybody back from her (except Phantom Army...her heal doesn't work off them so they're ok)

    8. Scirocco....well, there's a reason that he has a PBAoE set named after him. Keep squishies out of melee and behind him. His cone and Lord Recluses are perfectly capable of 1-shotting them. (Recluse can take most scrappers to 1hp with his)

    9. Mako has a tendency to go a little crazy and run off and attack a squishy real quick, then go back to hang out with the tank. He's just weird like that.

    10. The Flyer is on a respawn timer. I forget offhand how many minutes it is, but if you're lucky it will respawn as soon as you start fighting it, so you know that it just respawned and you have the max time to take Recluse out before it comes back.

    11. Make sure you take all the mobs out that are in the square under the Flyer before you start on Recluse. Otherwise they WILL aggro when you start taking out the towers on their side of the map.

    12. As soon as the tank gets Lord Recluse aggro'd have a rad throw one of their debuff toggles on him. Otherwise he will start spawning all his Bane Spider bosses and eventually he can get enough of them spawned to where taunt won't be able to keep them all aggro'd. I've heard that any auto-hit debuff works to do this, however I haven't personally confirmed that.

    13. (And I was so trying to keep this in order with the STF and I forgot this one) We have started having a blaster get the glowie from the thorn tree. They seem to have much better success with it not missing than our stone tanks usually do, but as you said different teams prefer different things.

    And lastly, our usual team is 1 stone tank, 1 kin, 1 or 2 emps, 1 or 2 rads, 2 blasters and depending on how many emps and rads up to 2 of anything else.

    Overall, great guide. Most of what I've thrown on here is just personal experience and preference of how we run ours. Didn't mean for it to wind up nearly this long, just wanted to throw in the things we normally warn first-time STFers about on each mish.
  3. Yeah, Lord Recluse is my boy. We go way back. Now that Flyer on the other hand......
  4. Hey, thanks guys. I have a slightly closer screenshot of the fireplace, might be able to see it a little better in this one. If any of you would like to check it out in person, send a tell to @Tanks for Nothin

    Closeup of Fireplace
  5. Just a few screenshots from United Global Alliance on Champion. Still a work in progress, so more will be coming shortly, i'm sure.

    Bar

    Control Room

    Fireplace

    Big Pool

    Kiddie Pool

    Lifeguard

    Lounge

    Medbay

    Bartender

    Workshop
  6. Lol.....that could've been the change to the AI.....the Bosses go ahead and take off for a while so you can kill their minions without worrying about them, then come back a while later so you can finish em off. Unfortunately I couldn't get any of the mobs to actually come back and fight. I actually decided to go and harrass one Tank Smasher and just keep jumping in right next to him so he'd run, wait a few for him to come back and then jump in again and watch him keep running. Seems to me it's almost as if some mobs have had the AI reversed so that the minions will stay and fight til the bitter end and the bosses say "Forget this....i'm scared". Ran around Bricks some more and kept checking other mobs besides Prisoners and it seems to me as if there's more than a 50% chance of the Boss of a mob running. I've been sweeping Bricks for a while now and know that this has not always been the case with me. Immediately upon playing after the patch I had a feeling that something was wrong with the mobs I was fighting.....took me awhile before it clicked in my head and I was like "I know there was a boss in that mob" then searching around and seeing him running off barely in sight range. I know that it's already gotten some Dev attention and I'm grateful that they're looking into this so promptly. I'm just trying to make sure that it's not chalked up as a Taunt Aura problem but seems to be more of a universal AI problem. I hate chasing down minions enough already.....it's absolutely horrible trying to chase down a boss to beat him down when he refuses to even fire a pot-shot back at you. I would be real grateful for a quick-fix....thanks again _Castle_ for always being on top of things
  7. OK, went back in with my lvl 32 scrapper and ran around in the Zig for a while checking the prisoner AIs and here's what I came up with on the named bosses i jumped in the middle of and did absolutely nothing to.....didn't attack, took Parry off of auto (which kinda hurts when you're testing on +6s and need every bit of +defense)

    Slick-lvl 36-Ran
    Davie-lvl 38- Ran
    Stevie Greene-lvl 37-Fought
    Smelly Mel-lvl 37- Fought
    J.P. Mason-lvl 37- Ran
    Fingers-lvl 37- Ran
    Needles-lvl 36- Ran

    K....that was my quick testing I did....jumped into a mob with each of those named bosses at least twice each and this is what happens every time....I know I just regged recently and have a low post-count, but I've been around a while and am 100% positive that before this last patch that +6 Bosses sure as heck weren't running from me
  8. <QR>

    OK....i know it's been covered that street sweeping in Bricks has usually had an increased number of runners, but I went back and tried a little test with my BS/Regen scrapper and I KNOW that this should not be covered by the "working as intended" label. I can jump into a mob of +3s and just look at them, and the Boss takes off running for the hills. The minions will attack me as usual, but the Boss wants nothing to do with me. For the life of me I can't remember the name of the particular boss, but he is a Prisoner and I actually went so far as to start hunting for him last night and every time i ran across him, he took off like I had just laid a Burn patch on him. I wanna say his name started with an "S" and it was a 2-part name......ahhhh heck.....guess I'll log in for a sec and post again when I have his name
  9. Noticed this today with my BS/regen scrapper.....had to chase a lvl 35 boss(i was lvl 32) across half of Brickstown to "arrest" him. +3 bosses should not be running from me, especially at the start of a fight. Mostly noticed this with the bosses....pretty much gave up on being able to fight most bosses