MA noob questions


BlackLight

 

Posted

So yesterday after the great nerf happened, I couldn't find a decent team, choosing decent missions, to save my life. Having just come back for, and resubbing from, the free anniversary week, I am a relative noob to the whole MA/AE thing. I've only been shouting for groups hoping to fill a spot, rather than starting them; but it seems that might need to change.

I need to know, well, what I need to know before starting my own AE team.
I have no 50 or 40's toons, just high 30's. What level missions should I be looking for? If I'm the leader, does everyone's level raise to match mine when we enter? I've been in mostly higher level 42-50 missions where everyone in the team gets exemplar'd or whatever, so how does that work? Is it a function of the mission itself? When a mission says levels 1-54 or something, what does that mean in relation to what level the group should be? I realize that the ridiculous exp from these missions is nerfed now, but is it still "better" to run higher level missions to at least get the most benefit for the time invested? Should I find a higher level person for my group and pass lead before we choose a mission? And should I always seek at least one dedicated tank/healer before filling out a team?

That's all I can think of for now. Anything else worth knowing to run a solid and successful TF/SF would be greatly appreciated .

Thanks


 

Posted

All that got shut down are exploit-using speed level farms. The other 99.9% of the game is just fine.

As for your questions:

High 30's is fine. Not everybody is at 50.

The way the autoleveling works is that it will spawn enemies in relation to the mission holder's level. If you started the mission for your team, it spawns around your level. If your level is too low for the mission, you get auto SK'd up to the minimum level of the mission. If your level is too high for the mission, you get auto EX'd to the maximum level of the mission (and earn no XP, just inf).

As for your teammates, they will be autoSK'd to the minimum level or autoEX'd to the maximum level if they too are out of range -- but remember, enemies spawn around the mission holder's level. So if you're 35 and they're all 30 and the minimum level was 20, then they're now facing +5's. You'll still need to SK as usual.

1-54 means that the mission will work at any level -- probably a custom group, or something like the Council which exist all over the spectrum. No auto SK or auto EX, and again, it spawns around the mission holder's level. I do recommend if you're fighting customs, though, that everybody have SOs. Custom enemies maul lowbies to death.

As for most benefit for time invested, just make sure the missions you run don't have anybody AutoEX'd. Those people will be in the cold regarding XP.

Tanks+Healer is overrated. Buffs are better than heals and generally any AT combo that covers the team support and damage spectrum will do fine. This is COH, not WOW. We're far more flexible.


Global @Twoflower / MA Creator & Pro Indie Game Developer.
Mission Architect Works: DIY Laser Moonbase (Dev Choice!), An Internship in the Fine Art of Revenge (2009 MA Award Winner!) and many more! Plus Brand New Arcs for Issue 21!

 

Posted

Along these same lines, I'm having trouble getting my story arc to Autosk. I'm guessing from the information above and what I could gather from all of the in game help windows, that you have to set the minimum level in order for this to take place. I looked all over the interface before my story was published, but I couldn't find a place to change the minimum level. Am I missing it, or is it somewhere that I haven't looked yet?


 

Posted

You have to add an enemy in the mission that spawns at the maximum and minimum levels that you want for your mission. So say, you're going for a 21-30 mission. You have to look through the standard canon enemies for one that has a level range of 21-30 and put it in your mission somewhere.


 

Posted

Ah, got it working now, thanks! Actually had to toss Tyrant in there as a non-required objective that appears after the final required objective is complete. Hmmm, secret bosses... I kinda like it.

Sure would be nice if this was just a setting for us to change as we see fit, but oh well eh?


 

Posted

[ QUOTE ]
Ah, got it working now, thanks! Actually had to toss Tyrant in there as a non-required objective that appears after the final required objective is complete. Hmmm, secret bosses... I kinda like it.

Sure would be nice if this was just a setting for us to change as we see fit, but oh well eh?

[/ QUOTE ]

Indeed, at least a setting when designing custom bosses or groups.
We could then work around with that without major troubles.

I would not be surprised is such an option was in the work too.