~Master of the Barracuda SF - Sat, March 13~
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Last time I did red it was ezpz so blue must be a joke.
I agree. The two versions of that mission are very unbalanced.
Heroside: - Stealthable to the final room - take out 4 AVs as Reichsman loses health. Villainside: - have to find and save 4 AVs - there are ambushes after you rescue each AV - have to pretty much clear through the mission as you escort the AVs back to the main room. - the AV turn on you and you have to defeat them as well - Reichsman calls ridiculously large, map-sized ambushes multiple times. I'll go with the first one as well. lol On a side note, some people use tricks to try to prevent the ambushes from becoming a problem. Apparently, if you can manage to purposely leave several mobs in the hallways leading to the final room, they will block the path for the ambushers. It may not always completely stop them, but it can slow them down. I've never tried it myself, but it sounds possible. |
anything in this game is ezpz when you do it with kristen bell, though.
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I actually liked the part of saving the 4 AVs, bringing them to the main room and then having them turn on you. I agree, though, that the ambushes are insane! I really don't know how anyone can get through that with a "masters of," but then there are other TFs I never thought I'd see getting "masters of" on... *cough, cough STF on a claws/regen scrapper*
Villainside:
- have to find and save 4 AVs - there are ambushes after you rescue each AV - have to pretty much clear through the mission as you escort the AVs back to the main room. - the AV turn on you and you have to defeat them as well - Reichsman calls ridiculously large, map-sized ambushes multiple times. |
Heroside:
- Stealthable to the final room
- take out 4 AVs as Reichsman loses health.
Villainside:
- have to find and save 4 AVs
- there are ambushes after you rescue each AV
- have to pretty much clear through the mission as you escort the AVs back to the main room.
- the AV turn on you and you have to defeat them as well
- Reichsman calls ridiculously large, map-sized ambushes multiple times.
I'll go with the first one as well. lol
On a side note, some people use tricks to try to prevent the ambushes from becoming a problem. Apparently, if you can manage to purposely leave several mobs in the hallways leading to the final room, they will block the path for the ambushers. It may not always completely stop them, but it can slow them down. I've never tried it myself, but it sounds possible.