Tin Mage TF is just ridiculous..


BanzaiBadger

 

Posted

Is it a bug that Director 11's mines can hit you in the air? I'm all the way at the top of the ceiling and I'm getting nailed.


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Posted

Sounds like one of his minelayers is crawling along the rafters.


 

Posted

Quote:
Originally Posted by Katie V View Post
Sounds like one of his minelayers is crawling along the rafters.
Indeed, they can place them on top of the storage racks and on the rafters.


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Posted

I have been told that both the detection and blast radius is 30', so just being in the air is no guarantee of safety. That said, I'm pretty sure they do actually get planted on rafters on top of that.


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Posted

I've done two Apex TFs by now and did a Tin Mage TF two days ago (I ended up leading that TMTF. You know how it is, you ask if that TF is happening, someone else starts saying OMG SOMEONE IS FORMING A TIN MAGE TF and the next thing you know is you are leading seven Incarnates into the heart of your enemy's capitol and wonder how you got there. Anyway, I digress).

Personally, I had quite some fun with them. They're challenging without feeling unfair, for the most part. I actually liked the Battle Maiden fight and found her Blue Death to be an interesting gimmick.

Now I heard some people say that these two new TFs gimp out MMs, and I imagine many of them had this fight in mind, and I have to disagree with them. Having fought Battle Maiden on a Mastermind, it's true that at first my henchies kept dying, but that's because I was still getting used to the gimmick. After an adjustment period it was as simple as telling my henchies to stand wherever there's no players and tell them which targets to attack while they're set to passive to make sure they won't wildly run around because someone aggroed them. In that sense it's one of the few situations that actually require you to control your henchies as opposed to letting them run hogwild.

The Tin Mage TF was also pretty fun and I cannot my team had any problems with the fight in the final mission. Fighting four level 54 AVs at once isn't really a new thing after you've done a couple of STFs or LRSFs, so I can't say I was too caught off-guard by that.

There's one part of the two TFs that I really didn't enjoy, though, and that's the Director 11 fight. Where Battle Maiden's gimmick was pretty interesting and kept you on your toes, I felt that Director 11 is just cheap. Now it's entirely possible that I just failed to understand his patterns, but his mines seemed to spawn in random locations at random intervals, and where the Blue Death was a bright blue mist that was impossible to miss, the mines just blend in with the floor and become even harder to see when the usual lightshow that is a team of 8 supers start. The only way to tell you're even close to a mine warning text on your screen and even then you'll just end up dodging into another mine. Where Battle Maiden's fight felt frantic and chaotic, Director 11's just felt like a confusing mess.

$0.02


 

Posted

I agree about the Director 11 fight. Maybe I'm just missing something, but getting the badge in that seems like a matter of pure luck and/or ridiculously overwhelming force. Outside of the badge, there's nothing special or annoying about it, but the badge aspect of that fight bugs me.


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Posted

I'm not a badger, so not getting the badge doesn't really bother me. It's getting blown to smithereens because he somehow managed to snuck a mine under my feet using his mad ninja skills that just rubs me the wrong way.


 

Posted

Yeah, he just seems to automagically cause mines to spawn nearby without any actual effort to plant them. I guess I can see it as being generally annoying in play, but I'm mostly inured to this kind of "cheating" by NPCs. It doesn't make much lore sense though, even in the realm of NPC cheats.

If one is badging, I think it's frustrating, since the badge is for avoiding mines that seem to magically appear all over the place with nothing you can do about them. It seems to completely lack a gimmick, and thus be almost totally outside the control of players, which seems like a sucky thing to reward a badge for.


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Posted

Quote:
Originally Posted by Noxilicious View Post
Now I heard some people say that these two new TFs gimp out MMs, and I imagine many of them had this fight in mind, and I have to disagree with them. Having fought Battle Maiden on a Mastermind, it's true that at first my henchies kept dying, but that's because I was still getting used to the gimmick. After an adjustment period it was as simple as telling my henchies to stand wherever there's no players and tell them which targets to attack while they're set to passive to make sure they won't wildly run around because someone aggroed them. In that sense it's one of the few situations that actually require you to control your henchies as opposed to letting them run hogwild.
One quick thing to keep in mind, NPCs (including player pets) are immune to the nanite damage of Battle Maiden's halberd. It seems in your case, your pets are ranged so keeping them where there were no players didn't really matter. A Ninja/Zombie mastermind would have a harder time with it, not because of the lethal-only halberds their pets face (which still hurts considering neither Nin/Zom has resist against lethal), but because pets can shove meleers into the nanite patches. Regardless, I've done it with three Masterminds (two were being two-boxed by a single player, during Phase 2, he gave up on trying to keep them both alive and left one dead) without too many problems.


 

Posted

Quote:
Originally Posted by UberGuy View Post
I have been told that both the detection and blast radius is 30', so just being in the air is no guarantee of safety. That said, I'm pretty sure they do actually get planted on rafters on top of that.
The blast is 30', the trigger is 12'. You can link the mines in-game to see that.


 

Posted

Quote:
Originally Posted by Bringer_NA View Post
The blast is 30', the trigger is 12'. You can link the mines in-game to see that.
Using what name? I find that incredibly hard to believe based on times I have seen the trigger message on me when a mine was seemingly nowhere near me.


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Posted

Quote:
Originally Posted by Rikis View Post
One quick thing to keep in mind, NPCs (including player pets) are immune to the nanite damage of Battle Maiden's halberd.
Is that so? I could have sworn they died to Battle Maiden's halberd. Ah well, I'll just test this out next time I do an Apex TF.


 

Posted

Quote:
Originally Posted by UberGuy View Post
I agree about the Director 11 fight. Maybe I'm just missing something, but getting the badge in that seems like a matter of pure luck and/or ridiculously overwhelming force. Outside of the badge, there's nothing special or annoying about it, but the badge aspect of that fight bugs me.
I finally got through a Tin Mage yesterday. Director 11's AI was decidedly odd. He kept running away despite being taunted, and I was told that I could not follow him if we wanted to get the badge for avoiding the mines, which it turned out we did not get anyways. If a condition for full success is not chasing him through the building, he should come when called and stay put.



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Posted

Quote:
Originally Posted by Heraclea View Post
If a condition for full success is not chasing him through the building, he should come when called and stay put.
Well, that sounds like it would potentially trivialize the point of the challenge. That said, I'm not clear on what you can do that affects the challenge positively at all, other than to overdose on defense buffs and mow D11 down as fast as possible to limit the window for bad luck to deprive you of the badge.

If brute force is actually what the designers had in mind for the approach to "solving" how to get the badge, I guess that's fine, but in my experience it often leads to people who want the badge laying out more defenses, planning and firepower for Director 11 than they do against anything else in the TF, including the final fight against a Praetor. Maybe it's just me, but that doesn't seem like the way you'd want to design it.

I would also be a bit surprised if this is the expected solution, as that's not how the devs have historically designed things. I say that even though some other things have led to similar solutions by players, such as the end fight in the Lord Recluse Strike Force. That does have known alternate solutions to raw brute force, and I find those are actually the ones many people seeking the "Master Of" badge resort to. (Sleeping AVs, single-pulling, etc.)


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Posted

UberGuy, have you come across that old adage "If you didn't succeed with brute force, you didn't apply enough of it?" I got the Midnight Dodger badge in a team where each member had an HVAS and a Shivan. A few of us had bio nukes and a few others had chem nukes. I personally summoned a wailer, a rikti drone, a snow beast, and a devouring earth minion to boot. He went down so fast I don't think more than 3 mines were placed.


 

Posted

Quote:
Originally Posted by Rikis View Post
UberGuy, have you come across that old adage "If you didn't succeed with brute force, you didn't apply enough of it?" I got the Midnight Dodger badge in a team where each member had an HVAS and a Shivan. A few of us had bio nukes and a few others had chem nukes. I personally summoned a wailer, a rikti drone, a snow beast, and a devouring earth minion to boot. He went down so fast I don't think more than 3 mines were placed.
lol

That would have been epic to watch!


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Posted

Most of the times I got the badge when we weren't even trying for it. While other times teams I were on had more trouble when focusing on getting the badge.

If you really just want the badge, you can just load up on temp powers like Rikis said and take down Director 11 before he even drops any mines.


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Posted

Quote:
Originally Posted by EvilGeko View Post
lol

That would have been epic to watch!

It was so epic that my video card could barely handle it . All jokes aside,few things are as impressive as seeing Director 11 litterally melt in 20 seconds...


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Posted

Quote:
Originally Posted by Rikis View Post
UberGuy, have you come across that old adage "If you didn't succeed with brute force, you didn't apply enough of it?" I got the Midnight Dodger badge in a team where each member had an HVAS and a Shivan. A few of us had bio nukes and a few others had chem nukes. I personally summoned a wailer, a rikti drone, a snow beast, and a devouring earth minion to boot. He went down so fast I don't think more than 3 mines were placed.
If I conveyed the notion that I had trouble getting the badge, it was a failure of my communication. I have Master of the Apex Tin Mage Task force of four characters.

Three of them were done more or less as you have described. One of them had the same basic result and was completely by accident of team composition - a cargo-shipload worth of buffs and debuffs and a few very high DPS characters, combined with well-over-softcap defense (a mix of IO builds, team buffs, and ispirations).

But except for that one case, that's what I meant by people using more firepower on Director 11 than they use on Bobcat and Neuron. Unless you're going for the land speed record for completing the TF, there's just no reason to dump that kind of artillery on them.


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Posted

Quote:
Originally Posted by Heraclea View Post
I finally got through a Tin Mage yesterday. Director 11's AI was decidedly odd. He kept running away despite being taunted, and I was told that I could not follow him if we wanted to get the badge for avoiding the mines, which it turned out we did not get anyways. If a condition for full success is not chasing him through the building, he should come when called and stay put.
There's a lot of misinformation going around about the Midnight Dodger badge.

The one and only requirement for the badge is that no team member take damage from a trip mine.

You can detonate all the mines you want (in fact, since they're ordinary trip mines, they'll detonate after four minutes even if nobody's around), the mines will appear in the corners, the mines will appear in the rafters, the mines will appear on the storage racks, the mines will appear even if Director 11 is held, and so on. Mine damage to pets is irrelevant, which is why the currently-popular strategy involves massive numbers of pets, Warburg nukes, and a quick defeat.


 

Posted

Director 11 is supposed to run every once in a while. That's part of his AI and the [Tactical Retreat] power allows for.


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Posted

Quote:
Originally Posted by Katie V View Post
There's a lot of misinformation going around about the Midnight Dodger badge.

The one and only requirement for the badge is that no team member take damage from a trip mine.
I took what Heraclea meant to be that chasing Director 11 around through the warehouse isn't conducive to avoiding his spray of mines, not that it was directly a requirement.


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Posted

Are Trip Mines affected by Repel? Looking at the Blaster player version on City of Data it looks immune to everything but that and knockback. Targetable powers like Oil Slick do have explicit Knockback and Repel protection. I wonder if Force Bubble would push all of the bombs away. Here are the stats on the player version of Trip Mine:

[EDIT: List is too long. Direct link is here: http://tomax.cohtitan.com/data/power...?id=Pets_Mine]


 

Posted

The mines are not critters. They are put down by invisible critters which can not be targeted. Previously, the invisible bombers could be affected by certain AoE powers, but that was fixed.


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Posted

Quote:
Originally Posted by UberGuy View Post
Using what name? I find that incredibly hard to believe based on times I have seen the trigger message on me when a mine was seemingly nowhere near me.
[Trip Mine] if I remember correctly. I've not been on in a week or so, and I don't have my testing chat log.