The 20:26 Cap Au Diable Strike Force Run


all_hell

 

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I'd write more, fully explaining both of my responses... but if you didn't get it from the frist one, AND felt the need to respond such... why bother?

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moar tears plz


 

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It'd make your day if you thought you could actually affect my mood. I just don't care enough about what you think for ya to have that much sway.

Here... lemme make your next post for you...

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for ya to....

[/ QUOTE ]Texas FTL

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You two are weird.


 

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for ya to....

[/ QUOTE ]Texas FTL

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You two are weird.

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lol


 

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Thank you for that mini tip. Thanks to Dr_Robert for (hopefully) deciphering it.

Don't worry, I won't stoop to being as low to actually disclose what the solution is. However, this was no tiny change to our Strike Force runs. I suspect our times will shrink significantly. Thank you once again.


 

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Thank you for that mini tip. Thanks to Dr_Robert for (hopefully) deciphering it.

Don't worry, I won't stoop to being as low to actually disclose what the solution is. However, this was no tiny change to our Strike Force runs. I suspect our times will shrink significantly. Thank you once again.

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If you weren't using that before..... I suspect they will!


 

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**Not 100% up to date, but close enough**

I I've seen a few threads referring to the "best" way to run cap SFs, who's the best Brute, who's the best Corruptor. In the interest of showing that Cap SFs are STILL super-fast and in the interest of getting more recipes into the villain market, I am going to answer these questions. This method is, until proven otherwise, the fastest method of running the Cap SF.

Here is my realistic ideal team, you do not need the 100% ideal team to put up 100% ideal times consistently. 3 Super Strength/Fire Superspeed Brutes 2 Brutes x/x with Superspeed minimum (I use a level 50 Purple IO'd SS/Elec) 1 Sonic/Sonic Corruptor, preferably with Assemble team temp power Anything really, but sonic-sonic to turn the AVs into Jello for the Brute squad, making the Brutes invulnerable is nice too 4 Anything, Fillers, Collectors, Duds, slackers, beggars, Recipe Monkies Can be Rads or Kins or Ices or whatever, or real players for the 1st Mission Really want 4 Players total with Superspeed, 2 of them Brutes.

I can understand people saying 7 Fire/Rads or things like that, but really, any 2 Superspeeding Brutes + a Sonic (or thermal or ice) is really going to put up sick times. Superspeed is SUPER important so you don't have to wait around recalling everyone, or anyone. Besides, one Brute alone is enough to smash most entire missions. When you have Superspeed you can simply run by anything and go through the missions at insane speeds. Easily stealthing to the end. A stealth IO helps too, but IO Stealthed Fly/Superjunk is nowhere near as fast as Superspeed alone.

Preparation 3 Brutes go to the Hospital Area, along with any other real runners 1 Sonic given star 4 Fillers face the portal 2 feet away Sonic goes to Hospital area, shields up everyone, returns to contact Start the fillers logging out Start the Task Force, sonic Stays Put

Missions 1 - Defeat All - Southern Mercy Team Brute Squad enters once all fillers have logged out. Simply kill everything, piece o' cake. When mission complete, exit ASAP. Sonic selects mission 2 and gets his booty moving to mission 2 location. If he gets there fast enough, Assemble team, shield as many as you can. If they enter too fast, who cares. Return to TF location. If you don't get there fast enough, make the Brute Squad walk. I can understand people arguing that there are better team makeups to clobber mission 1. However, 3 Raging Brutes against 4 player spawns of whites/yellows/oranges is pretty good. This map is also "luck of the draw". Sometimes it will be very big, other times very small.

Mission 2 - Hostage + Boss back - Northwestern Mercy, usually near University Know the 3 locations for the hostages and the many locations for the boss-pack. I will have a map up eventually :-) Split the Brutes up, find Foreman Carl and save him. There are two PTS workers and one Foreman Carl randomly placed in the 3 Hostage spots. Foreman Carl is the only one worth saving. One Brute can handle that no prob. Other Brutes pile on the Boss-pack and boss-pack only. Go for Boss first, then Ghosts. Don't let the Ghosts stealth away.

Mission 3 - Boss Pack + Blinky - Northeastern Mercy, usually No need for sonic to move off portal. Have Brutes walkover/enter. Run through the mission, watching for speech bubble. Have the sound up to listen for blinky on the way. Pile on the Boss pack alone, ignore rest, exit mission ASAP.

Mission 4 - Boss Pack + Blinky - Portal If Assemble Team is still left, use it. This mission is shaped like a cheesy 3rd grade valentine style Heart. You are at the bottom of it, you want to go to where the two sides meet in the middle, but have to do the big loop around. My method for Superspeeding to the end is "Turn left, stay left, enter portal. Make the first right and plow the Boss you find. Pile on the Boss first, then ghosts. If the blinky is near a crystal, or earthquaked, use a temp flypack and get a good angle on it to not be interupted.

Mission 5 - Hostage to Blinky - Portal Know the locations of the Hostage. Find and defeat that pack ONLY. As soon as he talks (Oh no, the villains got me, I will follow one of you) walk him to blinky and ignore rest of badguys. Careful around the elevators. If the blinky is on upper platform, walk the hostage UNDER it.

Mission 6 - 5 Alters, Batzul & Infernal. Split into two superspeeding squads (or more if you can), with ideally one Brute on each (or anything else that can stall for 30 seconds). Sonic Shield everybody up. Crank on your superspeed in duos and head to the alters, one team circling clockwise, other counter-clockwise. Brute (or distractor) jumps into pack, punches some guys, other super-speeder presses alter. When the blinky is pressed, watch the top of the screen to see the counter move, move on to the next tentacle and STOP fighting. When all blinkies are pressed, zone in the fillers, walk them into the portal. Also, have everyone but one Brute run back to the starting portal as well. Have the one Brute jump into the lake of fire where Batzul spawns to make him come out of the fire. Turn OFF Superspeed, turn on Sprint. When you can target batzul, punch him in the face. Jump up the spiked ramp that leads to the portal, using sprint only, and run past Infernal. When you are close enough to High-5 Infernal, turn on Superspeed and high-tail it to the portal. Slap your team high-5, get those sonic shields up, and disruption field up. Batzul and Infernal should now be fighting. Turn around and attack Batzul. About 1 in 10 times Batzul won't make it, or one of the two will fall in the lava. After Batzul goes down, turn on Infernal. Melting AVs is what really puts Sonic above other secondaries. Any Brutes should survive just fine anyway, and sonic shields are pretty good, so I hear. Estimated Time to completion 25 minutes total.


 

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cool


 

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In my very humble experience, by the time your tp power goes off the mish is over. We stopped tp'ing people in a long time ago. It doesn't take that much more than my brute (one other toon of most any sort) to finish any of the necessary spawns relatively quickly. Add-on aggro in the 2nd mish can be a real prob though. there're a handful of things to do about that though.

After I double xp weekend I'll post some more details.


 

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Who are you referring to about the TP power? We only used TP outside of missions... I don't understand what you are talking about.


 

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I thought you were tping people in missions

I must not be as smoove I as I think I am.


It's not really clear to someone like me from the context. But now I know

"If Assemble Team is still left, use it."


 

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Superspeed is REALLY important. If you don't have it, you can't keep up.

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Cheating is key: We used veteran Recall team twice

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We used the Vet recall to get to missions 2 and 4. You can watch the video too.


 

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I forgot to say that it's an impressive feat

did you use a bunchof 50s?

or was it a lvl 25 farm team?


 

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I believe there were 6 people high in level on the team... maybe 3-5 were 50 and the other 1-3 were 30+. We also had 2 fillers and one of them just sat at the contact. The other picked his nose.


 

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Why did you have fillers?
What's the benefit?


 

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There wasn't one. We wanted to do it with 8 people and we only had 6 show up. So we ran it with fillers. One person is usually on contact duty anyway.