Dr Q Task Force speed run


Ad Astra

 

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Do we win any prizes?

Seriously though, I'm glad thats done and dusted. I don't think I'll be trying this TF again any time soon ¬.¬


 

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Was that in a single setting? wow.... thats a long time


I don't suffer from altitis, I enjoy every minute of it.

Thank you Devs & Community people for a great game.

So sad to be ending ):

 

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Thats a 2 day attempt for sure.

Ran it this weekend myself, taking it easy took about 5 hours in a single sitting.



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@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

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IIRC, the last time we did it on Saturday in that regular TF group (sponsored by the Taxis), we ran about 6.5 hours with a short dinner break.

I saw some chatter on Liberty badges last week from someone talking about running it in something under 3 hours, who was promptly told to keep it to himself lest the Devs decide to nerf the merits for it. I have no real idea how he did it.

BTW - my sister & I ran a Posi TF that had a run time like OP's once - of course, we did over a couple of evenings.


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Originally Posted by SpyralPegacyon

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Quote:
Originally Posted by tanstaafl View Post
Was that in a single setting? wow.... thats a long time
It almost felt like it

We started it sunday afternoon about 1:30 and continued until about 5:30 when sombody had to goto work (ok, it was me). Pretty much everybody else wanted a break anyway.

I was supprised when I logged in this evening to see everybody back (they were discussing whether to continue it or not as I was leaving so I was in the dark about what was happening until this evening), dunno how much of it I missed but considering how repetative that TF was I think I may of come out of it ahead


 

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yay i've been screen shotted lol


 

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.... Graaaatz! WOW!

Wait, that's not half an hour. Ahaha. Ahhh...


 

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I don't really believe someone could knock out that godawful doctor q. TF in under 4 hours. And that's, like, speedrun speed where you don't have people go AFK or the leader accidentally DCs and whoops the next in line group member fell asleep! enjoy your wasted effort...

Shadow Shard TFs need revamped SO HARD. It would please me immensely if the Shard was also getting attention paid to in Going Rogue, but I seriously doubt it. Revamping Rularuu and having some kind of awesome raid against the Cathedral of Pain (blow up the deathstar! scrap whatever Statesman's crummy PvP idea using the name was about) could be an xpac in itself.


 

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Quote:
Originally Posted by Iannis View Post
I don't really believe someone could knock out that godawful doctor q. TF in under 4 hours. And that's, like, speedrun speed where you don't have people go AFK or the leader accidentally DCs and whoops the next in line group member fell asleep! enjoy your wasted effort...

Shadow Shard TFs need revamped SO HARD. It would please me immensely if the Shard was also getting attention paid to in Going Rogue, but I seriously doubt it. Revamping Rularuu and having some kind of awesome raid against the Cathedral of Pain (blow up the deathstar! scrap whatever Statesman's crummy PvP idea using the name was about) could be an xpac in itself.
Westley's gotten pretty good at running Shard TFs, and he's even written a guide about how to make them manageable. Having read it, I'd play through any of them with him.

Also, I imagine if anyone's gotten under a 4 hour time, he'd know.


 

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It's possible to get under 4 hours (although not really significantly so--and there are easier and faster ways to get merits) but the number of kill-alls requires a large collection of competent, focused players with strong toons capable of soloing x8 spawns. Being capped at 44 used to be a bigger problem than it is now but it's definitely still annoying, adding to the potential slowdown of the TF.

As for someone claiming under 3? I wouldn't buy that without screenshots from more than one person on the team. Even travel starts to factor in, noticeably, to this silly TF's run time, as it sends you all over the place (this statement assuming your team is competent enough to know how to traverse the shard).

*I should mention it's been awhile since I've run this TF and say that I don't doubt it's entirely possible to accomplish the under 3 hours time. Heck, as per our (SG/coalition's) standard operating procedure, we've been wanting to figure out a way to get it down to 1 merit/minute return...it's just hard to get up the desire to try it because that TF is so. Damn. Boring.


Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~

 

Posted

Quote:
Originally Posted by Iannis View Post
I don't really believe someone could knock out that godawful doctor q. TF in under 4 hours. And that's, like, speedrun speed where you don't have people go AFK or the leader accidentally DCs and whoops the next in line group member fell asleep! enjoy your wasted effort...

Shadow Shard TFs need revamped SO HARD. It would please me immensely if the Shard was also getting attention paid to in Going Rogue, but I seriously doubt it. Revamping Rularuu and having some kind of awesome raid against the Cathedral of Pain (blow up the deathstar! scrap whatever Statesman's crummy PvP idea using the name was about) could be an xpac in itself.


It was done the very first day of i13 release with most people either never done it before or only once and long time ago.

I also know that some of these people done it in 2:45 few months later. I wasn't with them on that run, so I don't have screenie of that.


 

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Well you know, a team full of Vets that have the mission TP and Assemble the Team can make 8 of those missions trivially easy to travel to... excuse me, 24 of those missions easy to travel to since in three hours those powers will be up 3 times.

Not to mention all the other zone porting powers to do the city missions. And that the Shard itself has shortcuts (direct porting from the first zone to any of the other three). And shortcuts to get to the zone gates (jumping off the islands).

Or Reveal clearing the fog of war so you can see where the neighborhoods are.

Travel is not really a big issue anymore for Vets.


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Quote:
Originally Posted by Zombie Man View Post
Travel is not really a big issue anymore for Vets.
You'd think that but there are a frightening number of 40+ month'ers that have never gone into the Shard because it's so lampooned so that when they do go, they're woefully incapable of traveling through it unless they happen to have Teleport or Fly. And we all know how incompetent people seem to be with Teleport, regardless of their time played. But yeah, I was kind of jumping back and forth between theorycrafting a specialist team and an average team, so I was sort of confusing my point about people's abilities.

As for MT and AtT, you still have to have everyone in zone and in the one instance that devs hate heroes, every portal into Peregrine drops you on the opposite end of where you want to be.


Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~

 

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Quote:
it's just hard to get up the desire to try it because that TF is so. Damn. Boring.
I only remember Portal Corp. Over and over again. Ok guys click together!
and go. hunt. kill rularuu.

it makes me bored just remembering it. That TF would have to be 200 merits to convince me to run it more than once a year (I figure it would take me that long to forget why I haven't run it in ages. And then I go "oh yeah, this was made in the Positron-esque task force era of the game's development")


 

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Hmm did it once on Union.

We came in at a respectable 4 hours 15 minutes.

And now that I've done it...I shall never do it again...on any character...

Those TFs need a major revamp.


 

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Quote:
Originally Posted by Iannis View Post
That TF would have to be 200 merits to convince me to run it more than once a year
That was the only reason we did it 1st day of i13. We didn't know about "Nictus Insurrection" arc yet.


 

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Quote:
Originally Posted by LostHalo View Post
As for MT and AtT, you still have to have everyone in zone and in the one instance that devs hate heroes, every portal into Peregrine drops you on the opposite end of where you want to be.
That's why I'll zone into the shard zone that's one further away and use the zone gate to wind up on the far side of a shard zone.


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Quote:
Originally Posted by rian_frostdrake View Post
this bears repeting over and over again, the shard is just wasted potential on top of wasted potential.
Yah, they should suppress all travel powers in the Shard so that the geysers get used the way they were meant to be.

Oh, and then put timers on all the missions.


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Quote:
Originally Posted by Zombie Man View Post
Yah, they should suppress all travel powers in the Shard so that the geysers get used the way they were meant to be.

Oh, and then put timers on all the missions.
My sarcasm detector overloaded and broke during day one of that task force, and the replacment has yet to arrive. But I'm going to go out on a limb and hit you upside the head with my pattented "Don't temp the Dev's, you fool!" cricket bat™