Official Thread for Mayhem Missions


13th_Stranger

 

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Mayhem Missions: Signature Heroes now only spawn for groups of 4 or more on appropriate maps

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I have to agree with the above poster. This, IMO, is a total and complete crock. I LOVE having my villians duke it out with the 'big names' even if they lose. What this and the RV changes to them mean to me are that they are quite simply telling us. 'no matter what you do, your singular villian/hero doesn't warrant the attention of the MAIN(and thus REAL) heros/Villians in this game.' We can still face off against the signature heros in the story arcs, but the cynic in me asks when those too will either be removed or buffed up the whazzo again. What a crock.

Just my thoughts. Your milage and opinions may vary.


 

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Mayhem Missions: Signature Heroes now only spawn for groups of 4 or more on appropriate maps

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I have to agree with the above poster.

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This is really sortof a difficult thing to balance out. On the one hand, many would like to have a chance to run into Signature Heroes solo. On the other hand, they seem to only spawn as EBs/AVs, and there are many who would like to avoid this level of difficulty (which is totally reasonable).

Perhaps mayhem missions could be offered with a choice? Instead of "Go rob a bank in Founders Falls" being my only option, (as an example), two options could appear. The first would be "Go rob a bank in Founders Falls." and the second could be "Rob the Brickstown Bank to attract the attention of the Freedom Phalanx".

This way, not only would we have a choice of what zone we get sent to, but also whether we want to face signature hero.

Signature heroes could still show up for groups of 4+, but at least this way you wouldn't need 3 other people to get one.


 

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options are always good and I agree some form of option should be included with mayhem missions if you don't want to tangle with the hero, IMO.

but my main beef with it seems to be that the devs are all but saying to the masses 'your characters aren't as good as ours are.'

I could go on, but that would steer this post off topic.

That said...
I LOVE mayhem missions in general. I love the idea of it as it harkens back, to me, of the old time spiderman 'villian runs amok in the street and spidey swings in to stop them' bit.

I've given my two cents So I'll just stop here before I go on a rant.


 

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No wonder I am not getting sig heroes to appear in my mayhe missions anymore!

Please bring them back!

I loved doing the missions with one or two RL buddies of mine and then we'd face off against the sig hero and either get our tails handed to us or feel really strong for taking down a sig hero.

Even if we got beat, it had the sense of 'you faced off against the big heroes and took it'. It was really fun no matter if we won or lost.

Ever since the random hero generator started sending WORD1_WORD2 our way, it just HAS NOT BEEN THE SAME !!!!!


"If I had Force powers, vacuum or not my cape/clothes/hair would always be blowing in the Dramatic Wind." - Tenzhi

Characters

 

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they need to have a way so you can fight bosses at the end if you're on easy mode (or 2nd), and eb's if you're on middle (or 4th), and heros if you're on hardest


 

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That's really cool.. granted, I have only done 2 Mayhem Missions and I haven't seen that side mission, but I was speaking of the temp power given at the end of the mission as a mission complete bonus.

I read that THAT temp power is only once per zone.

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You're correct. The temp power received for defeating the boss at the bank is a once per zone award. The temp powers received for raiding the villian hangout are random and range across both CoH and CoV (for instance, I got the wave scrambler from one of the Clockwork arcs in one MM). And unlike other temp powers, these are actually useful (the cryobracers I received were successfully used to take out an EB Numina my normal SS-powers were barely touching, did something on the order of 300-500 dmg each shot).
The Founder's Falls MM (lvl 40-45) has had all 5 missions (plus bank) every time I've done it, good place to farm the badges and temp powers. For those trying to farm a lower-lvl MM with fewer missions, find one with the mission you want and use the reset trick to farm it. The missions reset, but the types don't. When you tire of it, just complete the bank.


 

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yes it is definitely a good idea to exploit, and an even better idea to tell people on the forums to exploit.

its not like this will force the devs to change the code, possible even change how mayhem missions work, making things harder on all of us.


 

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I thought the reset trick didnt work for these since they are timed?


 

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I thought the reset trick didnt work for these since they are timed?

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You can reset a timed mission just like any other; however, it's not going to reset the timer, so you've only got whatever limit the timer sets to run through the mission however many times you can.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

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I thought the reset trick didnt work for these since they are timed?

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You can reset a timed mission just like any other; however, it's not going to reset the timer, so you've only got whatever limit the timer sets to run through the mission however many times you can.

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And, I will add, once you get past about level 12 or so, when nearly all objects blow up in at most 2 shots, you can run the timer back up by at least 10 or 12 minutes in under 2 minutes. And since you'll know where the mobs for the appropriate side mission are, you can fly or SJ or TP straight there, bypassing all cops and most ambushes.

This is only about the fourth time that I've raised the concern that a 100% chance of getting a persistent temp power is too good a loot for one side mission. If it gave something useful 100% of the time, they'd still be worth doing, but not as certainly worth farming.

This isn't "posting an exploit on the forums" because the devs have told us over and over again that farming isn't exploiting per se (to my occasional disgust re: Barracuda, which they not only haven't fixed in this issue but have actually made even easier to farm). However, I am firmly of the opinion that when we see that people are farming one mission over and over again, it means that by definition that mission's ratio of risk to reward is disproportionate to the other missions and needs to be adjusted to make it less farm-worthy.


 

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There is a bug with the elapsed time on temp powers.
I got my only one in a Brickstown Mayhem Mission about a week or two ago and I still had it logging on today...it's supposed to be a one game day period no?

I'd logged in several times since obtaining it.


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Did it say 1 Day or 1 Day of In-game Time? I know that two of the powers I had managed said "In-Game Time."


 

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how is barracuda easier now? they made AV's harder. insanely harder.

also what are these temp powers you can keep racking up? the weapon temp powers I've had that was able to keep getting (EMP gloves from sirens) I can only keep 1 of at a time, so at most 10 shots until i need to buy it again. I can't buy 10 at a time to have 100 shots

so what are these temp powers you can collect that are so game breaking?


 

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ok, funny note, I was getting nothing but Rosethorn, then all of a sudden yesterday morning I GOT A DIFFERENT HERO!!!111 by the name of Ms. Shock (many get her for the cape mish)... except now, SHE is all I can get! 8 May Mish, 8 Ms. Shock! Man oh man, those hero's just get a hate on for my thugs! Either that, or they are gluttons for punishment!


 

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Probably nothing new here, but ran the FF bank robbing mission today. Went to the jail, freed (Silent Blade?), led her outside...

And fell through the map, into a weird blue Hades that /stuck only took me to the top of, and dropped me again. I've never spent that much time on 1 hp.

Had to log out and log back in, then couldn't figure out the rest of the mission (spent 5 or so minutes looking for the person I freed; is she even necessary?) and just ran to the bank.

Frustrating and disappointing.

~Wyrm


My postings to this forum are not to be used as data in any research study without my express written consent.

 

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As of the current patch, once you clear the bank and get Mission Complete, you no longer get bonus time for breaking stuff. I was sure that you used to be able to break stuff to gain time to do side missions, regardless of whether the main heist was complete. Now, you have to commit all your mayhem ahead of time.

Why is running amok any less distracting to the authorities when the goal you're trying to conceal is a pawn shop instead of a bank?


 

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Probably nothing new here, but ran the FF bank robbing mission today. Went to the jail, freed (Silent Blade?), led her outside...

And fell through the map, into a weird blue Hades that /stuck only took me to the top of, and dropped me again. I've never spent that much time on 1 hp.

Had to log out and log back in, then couldn't figure out the rest of the mission (spent 5 or so minutes looking for the person I freed; is she even necessary?) and just ran to the bank.

Frustrating and disappointing.

~Wyrm

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The /stuck command will work. At least if you fly up until you hit the bottom of the map. Also I think having fly on when you leave the police station will prevent you from dropping through the map.


 

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when I coppied my character over it was a 15 FF Zombie MM (works to my fav, play style Send&Zap)

Now before I did the The Mayhem Mission I read very little about them. Honestly the fact that It broke my E key lock on bind actually is a good thing. It forced me to pay more attention to who I was hitting, what I was blowing up and whatnot.

My first task in this mission waqs to make everything between myself and the bank into a parking lot. I did this realativly easily, beat up quite a few detectives, and made my way into the bank with more time than when I started..

A quick Personal force field shielded me whuile my minnions cheared half the lobby, then I dropped it, rediummoned, cleared the other half of the lobby and made my way towards the back.I just want to say Kudos to the map designers whi I'm guessing finally got to see what the inside of a bank really looks like.

Ir felt like a real bank scaled up. rather than a few tellers and a maze so long and convoluted that it's a wonder that anyone would have to go back there to get anything.

I worked my way to the back, and started wacking at the door when the other cops showed up... When they hit me it didn't seem like much but they took out my minions like they were candy. I blasted them resummoned and GOD DAMN that door fricking sucked!

I eventually broke the fricking door (Is it me or have those things gotten stronger to the point where Superman would have to at least punch it twice before his godmoddy powers let him in.),

I then leisurly flew (I never walk on principal)to the loot and grabbed it. I then looked up and saw the objective "Defeat the hero> and thought, hmmm *THUNK*

next think I knew I was in Jail breaking another door (honestly, they should make these door half as strong as they are now... the image of a Brute smashing a bank or prison door like confetti, or a horde of minnions smashing their way in is so much more visually pleasing than *thiunk, thunk, thunk,,,,*200 thunks later* thunk, thunk, thunk, think... thunk, thunk BOOM! lso there should be a safecracing ability just for some veriety so you can have a character that just opens the vault. Plus it would look cool with certain characters.)

I then raced back to the bank, my minions couldn't keep up, the enemies in the bank ALL respawned, and I was beaten again and ran out of time before I could get back to the hero for a nice mission failed.

Honestly I think you should fight the hero before the robbery. or if you want to have it after, at least place the hero outside. you have to love the surprise blow to the back of your head before you can turn around.

All in all though, awesomw missions, I wish relgular missions had this much destructabuility...


 

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The /stuck command will work. At least if you fly up until you hit the bottom of the map. Also I think having fly on when you leave the police station will prevent you from dropping through the map.

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Useful information, but doesn't help people with non-fly travel powers.

~Wyrm


My postings to this forum are not to be used as data in any research study without my express written consent.

 

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Has anyone fought Mirror Spirit in a Mayhem Mission? I tried my first mayhem today, and the hero in the bank at the end was Mirror Spirit. The team could barely wriggle her life bar before she teleported away. In that complicated little bank map, this translated into hitting her a couple times, her teleporting, then run run run through the hallways to hit her one or two more times, before she tp'd again. We tried luring her outside but she didn't follow. We laid plenty of holds on her, but she eventually shook them off and played the tp game until at full health. How do you get her to sit still long enough to make a dent?

Overall the mission was fun, but the end battle was lame. Why do I have to "escape" from a hero who runs after 2 hits?


 

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All i have to say is for the love of <Insert Favorite Diety Here> make it so the objects dont spin - like it was before the RV event - i dont know what happened but a car parked on the side of the street spinning to look at me is annoying to me for some reason


 

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Just had a mission with an NPC villian assistant - i broke her out and only saw her 2 times during entire mission - she arrived at the bank as i was coming out after defeating the hero and then one other time when i was near the jail just hunting - during the rest of the mission i got 1 time bonus from her and that was it - i dont know what the heck she was doing the rest of the time but they need to fix the AI in a major way or dont even give the NPC, it surved no purpose but giving the 3 min - if its going to have no other use it should atleast add 5 or 6 min to make it worth while as it currently is pretty useless


 

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Just had a mission with an NPC villian assistant - i broke her out and only saw her 2 times during entire mission - she arrived at the bank as i was coming out after defeating the hero and then one other time when i was near the jail just hunting - during the rest of the mission i got 1 time bonus from her and that was it - i dont know what the heck she was doing the rest of the time but they need to fix the AI in a major way or dont even give the NPC, it surved no purpose but giving the 3 min - if its going to have no other use it should atleast add 5 or 6 min to make it worth while as it currently is pretty useless

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Me: Level 44 Necro/Dark MM running a Founders Fall Mayhem mission on Vicious (diff level 3), solo.

End boss: Holo Man, just a boss!

Pets and doors: Pets are now going through doors quickly like they're supposed to.

Jailbreak: Freed Silent Blade (I think that was her name). When I left the police station, she disappeared. (Probably to the cornfield.) Weeks ago, she was pretty good following me all around and being helpful. Then she wouldn't zone out of the burning building. Now, can't even get her out of the Police Station.

Ambushes, part 1: We have the same perma-taunted ambushes as in the old heists. They will only attack the MM and not the pets. Once that is known, it easy to exploit this for risk free xp. Come on devs, you have the right ambush code for the old CoH out-of-mission ambushes, use that.

Ambushes, part 2: So, everytime I entered a building, I was soon followed by a Longbow Ambush. It was so predictable, that it was easy to prepare for it and exploit. Same with setting off the alarm in the jewelry store. I lay down Tar Patch by the door, put the boys there on aggressive, and purposely set off the alarms. And the hilarity ensues.

Ambushes, part 3: When leaving the jewelry store, I had 5 waves of Psy Cops ambushes. That's right... 5 waves. Even though I already had Longbow ambushes for setting of the alarm in the mission. When leaving the burning building, I had 2 waves of Psy Cops.

Ambushes, part 4: When I disturbed a crowd and they fled, about half the times, I would immediately get "Bonus: Resisting Arrest." And then right after that, a Longbow ambush showed up. Well, I thank you for warning me about the ambush, but the time reward should come *after* I defeat the ambush, not before.

Destroying things: We only get bonus time for the first item of a class of objects. Bonus for the first car, none after that, no matter how many other cars are destroyed. Bonus for the first cardboard box, none after that; etc.... Rather odd. I'll still destroy things until I get all my destruction badges, but once that's done, I'm going to just look for a car, a box, a crate, etc... and not bother with destroying lots and lots of things.

Fun with dialogue: From my Lich... "Reinforced Steel Door shall know the meaning of pain." From my system channel chat box, "Barrel has defeated cardboard box." Sounds like an odd game of rock-paper-scissors... barrel-box-busstop.


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Ok - post todays patch i ran 2 Mayhems - the objects have stopped spinning (thank you Devs), both had NPC Villian assistants, after releasing them i never saw them again, not even a time bonus from them destroying anything. On top of that once i got the breakout mission complete message for them neither supplied a time bonus as a side mission - there is definetly a problem here!