Masterminds on PUGs, and Other Comedies
I rolled a thugs/traps MM for GR with the intent on taking her blueside. She's level 32 now, just leveled up off a heroic tip mission in bricks.
My mastermind on PuG story? Was teamed with several controllers / defenders and a blaster (might have been a corruptor, can't remember). Pet brute was sitting there whacking away at stuff.
One of my teammates says "dude Bruiser, learn to tank properly! Aggro's all over the place!"
You clearly haven't played on many decent blueside teams then. Most teams I'm on (even PuGs) steamroll through stuff quite handily.
I'm not sure where this perception comes from that people who play villainside are better players than those who play mostly heroside. I've run into about the same number of bad players and bad teams on both sides. |
I may stop all my alt playing of blue AT's in villains to bring my MM over to give us a bad i mean better name =p
Do those who play Hero 90% of the time think Longbow is a harder group to deal with at high level?
I am very used to LBs and I've seen plenty Brutes who jump in and die so quickly (those Sonic Grenade) or my squishy toons got Bean Bagged for like 30s. lol
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I would pay good infamy to watch a group of blueside only players running their first Mayhem Mission.
Is it likely they started casting it when the sleep was just cast? I find even with controllers, two can have the same ideas and so the control ends up being overkill.
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It is commanded from on high that one first explore thy teammate's soul and identify the adversaries that he has solely wronged. If these spirits are completely unaware of the band of heroes and the righteousness of their banner, all the more deliberately should they be awakened to the tenets of faith. And, yay, it is Rain of Fire that is the wage of sin, and it yield a death not swift, but agonizing in its torment, and that which wakes one from sleep and delivers flesh to heaven with the speed and temerity of a City of Heroes kidnap victim.
I would pay good infamy to watch a group of blueside only players running their first Mayhem Mission.
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"Why is there a boss guarding the jail door?!?"
"Why do I have a cellmate?"
"Dude, I'm still 2 zones away. Who entered before the team gathered?"
"Everyone just fly to the bank."
"How many Eagles can this map hold?"
"Think the imps just aggroed another ambush chasing the runner."
"Car has defeated imp. Car has teamwiped your team."
It's not how many times you get knocked down that count. It's how many times you get up.
Wow... I almost shudder to think of the list Steelclaw could make with this scenario. Actually this may just make a great add to the forum games section.
"Why is there a boss guarding the jail door?!?" "Why do I have a cellmate?" "Dude, I'm still 2 zones away. Who entered before the team gathered?" "Everyone just fly to the bank." "How many Eagles can this map hold?" "Think the imps just aggroed another ambush chasing the runner." "Car has defeated imp. Car has teamwiped your team." |
I had a heated discussion with a tank in a Praetorian team about herding. I kept insisting that the days of herding are over, all hail the redside steamroller! The tank kept disagreeing with me, stating that she herds to keep squishies like me alive. I kept trying to tell her that I am not a squishy, I am a DOMINATOR! And proceeded to hit my "I win" button and locked down an entire spawn. The tank still tried to gather them up, even though they were all squirming in their thorny traps. Some of the team tried to hang back and wait for the herd while the others went in guns blazing at the helpless Ghouls. 2 Inf for you to guess who in the team were redside players and who were blueside ;-P
I am just so loving the whole change of perspective. I never played blueside because I was just so sick of the herd, nuke, next, yawn game play. Steamroller chaos is the best thing since canned Enriche! Bring it on!
@Boerewors
I don't know what the problem is, I charge he bank and kill every mother's son that gets in my way, but then scrappers are built to flip out and kill #$%^
The more people I meet, the more I'm beginning to root for the zombies.
Now hold on just a second, because I think Red needs to get its share too.
For every hero team that sucks there's an equally bad villain team that approaches every situation as if they are actually 8 soloists who happen to be sharing a map, even when the team has wiped repeatedly. The Stalker has run to the end of the mission, the Brute tore down the hallway to fill up her bar, and the Mastermind is AFK with the pets on auto-aggro.
Now, I don't know what level of difficulty people play on, but when I hear that people just "steam roll" everything I have to imagine it's something very easy.
Not usually, often it's one of the harder difficulties. I <3 MMs, btw.
"What th.. I was in the underground parking and now I'm in a lobby?!? Who unlocked a side mish?"
"We're moving to slow. We need a bigger team!"
"We need more time! Everyone blow stuff up!"
"Why would we want to clear the jail 1st thing?"
"They LAUGHED when I took Time Bomb! And now this box shall suffer!"
"We have a full team. Anyone mind if I up the diff before we go in?"
And I'm not even going into what used to happen pre-supersidekicking. THAT was harsh!
It's not how many times you get knocked down that count. It's how many times you get up.
I would pay good infamy to watch a group of blueside only players running their first Mayhem Mission.
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(I kid, I kid. ... mostly.)
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
Now, with all the ATs mixed up, no one is quite sure what their team role is. I expect this to get better over the next few months.
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On the flipside, post-GR is the first time I heard the phrase 'lead brute' used villainside. I was dismayed that the Brutes weren't having a carnage race to take the alpha.
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This is exactly what I'm talking about. In many hero teams, it's common to let the tank head in first to take the alpha or herd. Most villains don't do this, so there's a lot of misunderstanding as to what's going to happen. It's not that either side is wrong, they just have different ways of doing things. It'll take some time for everyone to get used to the new team dynamics. When they do, I expect things will improve significantly.
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Now hold on just a second, because I think Red needs to get its share too.
For every hero team that sucks there's an equally bad villain team that approaches every situation as if they are actually 8 soloists who happen to be sharing a map, even when the team has wiped repeatedly. The Stalker has run to the end of the mission, the Brute tore down the hallway to fill up her bar, and the Mastermind is AFK with the pets on auto-aggro. Now, I don't know what level of difficulty people play on, but when I hear that people just "steam roll" everything I have to imagine it's something very easy. |
It's not like this every team....but for the most part as a Red only guy ...it seems to be the case with Red. Solid teams just steam roll.
Now as you pointed out....yes the AFK villain MM ...hate them with every fiber of my being.
The stalker who runs off solo ....they get kicked pretty fast from my experience. And I think its pretty common to see more idiot players choosing Stalker vs Good players. It seems to have a stupid player magnet with that AT.
Back to the show...had to get that straight.
Now, I don't know what level of difficulty people play on, but when I hear that people just "steam roll" everything I have to imagine it's something very easy.
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One of the best things about villain teams is that players often tend to play as a soloist with some (unreliable) support from teammates. Keeps things interesting, speeds up XP gain, and maintains some social interaction. If a character dies often, s/he learns to stick close to someone else, and they quickly become a stronger fighting element. Compared to the all-too-common srs bsns blueside teams, it's a lot of fun. Nobody really wants to follow the tank

One of the best things about villain teams is that players often tend to play as a soloist with some (unreliable) support from teammates. Keeps things interesting, speeds up XP gain, and maintains some social interaction. If a character dies often, s/he learns to stick close to someone else, and they quickly become a stronger fighting element. Compared to the all-too-common srs bsns blueside teams, it's a lot of fun. Nobody really wants to follow the tank
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For the people that don't feel like going off on their own, I suggest they stick near me. When I'm on one of my tanks, I typically have the all the aggro I can get my hands on. If I'm on my mastermind, you'll get FFG and plenty of cover fire and the comfort of knowing that I took and spam Provoke. If I'm on the warshade, well... I play him to be the guy running off on his own. Taunt does not make its way into my MFing routine, but I will certainly pass you a wakie and clear a three room spread so you're safe.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
One of the best things about villain teams is that players often tend to play as a soloist with some (unreliable) support from teammates. Keeps things interesting, speeds up XP gain, and maintains some social interaction.
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Best part of playing red side (before GR)? When you have a complete pug of strangers and we all split off to different corners of the map.
The great thing about villains and their players is that no matter what it's very easy
![]() ![]() One of the best things about villain teams is that players often tend to play as a soloist with some (unreliable) support from teammates. Keeps things interesting, speeds up XP gain, and maintains some social interaction. If a character dies often, s/he learns to stick close to someone else, and they quickly become a stronger fighting element. Compared to the all-too-common srs bsns blueside teams, it's a lot of fun. Nobody really wants to follow the tank ![]() |
Red side has always had a very Darwinism feel to it (both the story arcs and the team play). If you can survive here then you deserve the riches. Blue side feels more save the people because they can't save themselves.
As a freemarket athiest liberterian I can see why I play almost 100% red side, and have since COV came out. The world should pray I never develop super powers!
Bots/Traps Guide for I19.5
RO Network
Herding? What's that? *Static Field* *Jolting Chain*
Characters!:
Pinny - Scrapper
Shadewing - Defender
@Pinny
I hate PUG mayhem missions. So many red-side players have this blue-side mentality with bank missions where they do as you say - fly right to the bank then get overwhelmed with LB inside the door for a fast trip to jail. From there it's a typical comedy of errors that often results in mission failure. That's why I almost always do mayhems solo, and quit teams that, after a few paper missions, go for a mayhem.
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Other teams I have helped or did the leading ...its cause we moved as a team..waited for everyone... locked down the door once inside to clear every wave first.
Without that team work...its auto fail trickling into the bank.
This isn't new.
"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton
-Lord Azazel