Task force bug
Your level is locked at the start of the TF.
It's definately a design decision, and fairly recent one at that... maybe November?
Edit:
According to Wiki:
As of the 10/28/2009 patch, Task Forces that are not Flashback or Architect are level locked at the time the Task Force is created. Also, due to issues with the Enhanced Difficulty Options introduced with I16, the team leader's notoriety setting no longer has any effect on the enemy spawns. |
this isnt a bug, a majority of the tfs are designed to be run at the highest lvl available (for instance the posi range is 10-15, but the enemies will always apawn at lvl 15 regardless), this same deal holds for all freedom phalanx tfs, all the villain sf's, and LGTF.
ITF i know is one of the only ones that spawn at the lvl of the leader

i'm fine with the baddies being locked at the top level. we were able to kill enough +5s to get to 11 but why on earth would they punish us with this?
this isnt a bug, a majority of the tfs are designed to be run at the highest lvl available (for instance the posi range is 10-15, but the enemies will always apawn at lvl 15 regardless), this same deal holds for all freedom phalanx tfs, all the villain sf's, and LGTF.
ITF i know is one of the only ones that spawn at the lvl of the leader |
His problem was that when everybody on the team was leveling up, they were still locked at lvl 10. He thought that as they leveled up, the SSK would bump up their lvl as a team, but it doesn't.. at least not for TFs as of the patch at the end of October.
His bug wasn't the fact that the TF ran at lvl 15. It seems like he knew that.
His problem was that when everybody on the team was leveling up, they were still locked at lvl 10. He thought that as they leveled up, the SSK would bump up their lvl as a team, but it doesn't.. at least not for TFs as of the patch at the end of October. |

i'm fine with the baddies being locked at the top level. we were able to kill enough +5s to get to 11 but why on earth would they punish us with this?
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sooo.. they decided to lock the lvl when you start so that if you started at the top end lvl, you'd stay that way, even if somebody disconnects.
The side effect is of course as you found out... that if you start at the low lvl, you stay at the low level too.. which is good for rewards and hardcore teams... since there is no other way to increase difficulty on TFs these days.
They aren't punishing you/us. If you don't think you can handle the complete TF at lvl 10.. then don't run it at lvl 10. Get somebody higher to fill and start the TF for you if you have to at least.
we are a 6 person traps/ar "superteam" but +6 COT didn't seem to care about our 6 bubbles or our piddly damage
a simple solution would be to auto everyone to max level for the TF and then if you wanted to be hardcore, just artificially lower your level via the TF settings.
a simple solution would be to auto everyone to max level for the TF and then if you wanted to be hardcore, just artificially lower your level via the TF settings.
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Problem is that those options don't give you higher rewards. For TFs, they don't even reward badges at the end. They make it harder, yes, but you don't get anything for it. Most people would prefer to fight reds and purples for higher reward if they were going to make it harder.
Also, I don't think they would say it's "fair" for them to lock you at lvl 15 if nobody on the team is even lvl 15 yet. Like I said, there is already a simple solution... Invite a lvl 15+ to your team to start the TF for you. They don't even need to stay. You'll be locked at the higher level. You say you are a team of 6.. you have the extra room.
i was saying they should have a "team level" selection in the settings but yeah knowing now, i would just invite an alt from another account to the TF and run it at 15.
i was saying they should have a "team level" selection in the settings
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I wish the Difficulty for TFs was right on the TF challenge screen... then nobody's personal settings would affect it anyway, and it would be locked for the duration of the TF, regardless of disconnects.
But of course, the Devs went a different way.. well we can only hope for the future. I miss my Kill All "Invincible" ITFs! lol
my superteam decided we wanted to start Posi TF at level 10. we knew it would be tough at first but as we leveled up, it would get more managable. well, i submit this as a bug because I can't possibly imagine a scenario where this would make sense as a design decision but we were permantly locked in to level 10. we got to train up and all that (we made it to 12 before +6 COT became unmanagable) but remained exempted to level 10. How in the world does this make sense? maybe one of you can enlighten me to why this would be the case.
I can understand that with superteaming linking our level to the highest of the team and I can even understand having the baddies be 15s and 16s no matter what but when a team of lvl 10s starts it, if we level up, we should no longer be 10. all members are now 11. Let us play at level 11. who has time to do a posi TF at -5 and -6 to the baddies? |
like not following my commands. every one doing there thing and every one gets killed and quits at the same time. the big one is when i am in the near end of the task force and every one quits and I left standing alone. trying to get the badge solo.
Exciting news, the above. I think that clarifying this in game would help out a lot. Then the tf leader if they are lower level than the max would know to pass the star before starting the tf.
Also, I will add, that for some reason the first mission of the tf is not affected by this. At least in the case of the tf I just ran - for the first mission we were all the TF level, then for the subsequent missions we were at the original level the leader was when he started the TF, even though he leveled up.
So, it's really confusing and misleading to have one mission at what seems like the right level of the TF, only to have the later ones be much harder...
Fortunately we did finish. Unfortunately it took twice as long as it should have!
my superteam decided we wanted to start Posi TF at level 10. we knew it would be tough at first but as we leveled up, it would get more managable. well, i submit this as a bug because I can't possibly imagine a scenario where this would make sense as a design decision but we were permantly locked in to level 10. we got to train up and all that (we made it to 12 before +6 COT became unmanagable) but remained exempted to level 10. How in the world does this make sense? maybe one of you can enlighten me to why this would be the case.
I can understand that with superteaming linking our level to the highest of the team and I can even understand having the baddies be 15s and 16s no matter what but when a team of lvl 10s starts it, if we level up, we should no longer be 10. all members are now 11. Let us play at level 11. who has time to do a posi TF at -5 and -6 to the baddies?