Discussion: Guides to the Behavioral Adjustment Facility & Lambda Sector


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The Issue 20 Overview page has been updated with guides to the Behavioral Adjustment Facility and the Lambda Sector, brand new Incarnate Trials that will pit you against Praetorian villains when Issue 20 goes live!

If you haven't been able to attend one of our Issue 20 Beta sessions on the North American Beta server or the European Training Room, this is your chance to familiarize yourselves with the content of those upcoming trials now!


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It'll be good to be able to point people to these rather than having to write out every detail of the instructions in the chat window every single time


@Golden Girl

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It's a good high level overview, but I'd still recommend the two community-made guides in the I20 Forum (which will hopefully be improved upon over time!)


 

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The Lambda facility guide should include a warning after phase 1: if you do not clear the guns on the walls and the guards in the courtyard before you engage the Sentry, you will have to fight them AND the reinforcements AND Marauder simultaneously.

Frankly, I wish that you would simply make that a required step before the door to the Sentry opens, between step 1 and step 2. Herding a PuG team so that none of them try to rush the Sentry, and worse, so that none of them rush the lower level of the facility before the rest of us are with them to harvest temp powers, is going to be like herding cats.

Finally, I've run the Lambda trial unsuccessfully twice now. (The LFG queue stops filling leagues at way too low a number.) And this is the first time I've heard that the harvested temp powers are tradeable. I can't imagine how you would trade them? Where's the UI for trading temp powers? Can you add the instructions for how to give your extra molecular acid temp powers or pacification grenade temp powers to someone else to the Lambda guide, please?


 

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RIght click the power in your tray -> give to player


 

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Quote:
Originally Posted by InfamousBrad View Post
And this is the first time I've heard that the harvested temp powers are tradeable. I can't imagine how you would trade them? Where's the UI for trading temp powers? Can you add the instructions for how to give your extra molecular acid temp powers or pacification grenade temp powers to someone else to the Lambda guide, please?
You can just drag and drop them


@Golden Girl

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Originally Posted by InfamousBrad View Post
Can you add the instructions for how to give your extra molecular acid temp powers or pacification grenade temp powers to someone else to the Lambda guide, please?
This is actually a bit of a good point. UI design and documentation are important and go hand in hand. I haven't played the Lambda sector map yet, but if there aren't clear clues to what the powers do then some should be added.

1. There should be a special Icon design on the power that indicates it is tradable.

2. There should be a note on the description that the power is tradable. We already have yellow, orange, blue and red text in mission descriptions. I vote for some bright green text on the description that says "This power is tradable."

3. A note on the pop-up help too. "Acid Molecule [Tradable]" is how I would do it.

Make it as obvious as possible. Folks need several hints how game mechanics work to ensure that they'll notice a new mechanic (we have had no tradable powers, that I can recall). An even better design is to have a short intro mission where players are introduced to the idea of a tradable temp power, so they'll recognize the concept when it comes up in the TF.


 

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Originally Posted by gameboy1234 View Post
This is actually a bit of a good point. UI design and documentation are important and go hand in hand. I haven't played the Lambda sector map yet, but if there aren't clear clues to what the powers do then some should be added.

1. There should be a special Icon design on the power that indicates it is tradable.

2. There should be a note on the description that the power is tradable. We already have yellow, orange, blue and red text in mission descriptions. I vote for some bright green text on the description that says "This power is tradable."

3. A note on the pop-up help too. "Acid Molecule [Tradable]" is how I would do it.

Make it as obvious as possible. Folks need several hints how game mechanics work to ensure that they'll notice a new mechanic (we have had no tradable powers, that I can recall). An even better design is to have a short intro mission where players are introduced to the idea of a tradable temp power, so they'll recognize the concept when it comes up in the TF.
Well it's not as if they have to trade the powers. Anyone can use the acid without much problems. And as long as they talk about it before hand there shouldn't be trouble with the pas grenades ether.
The critical aspect of these raids is that everybody has to know what they are doing. As in, at least until the proper information gets passed around enough, a great deal of talking/typing will be required to get everybody on the same page. And in that regard it's the same as every other raid.
What I'm hoping they'll do is make it so that ship and hammy raids can also function like that. I know the leag component works but I'm talking about the group transporter.


 

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She has the ability to sequester her target. Her current target is issued two warnings that they are about to be sequestered, before the third warning locks down the target and all who are nearby. The only way to prevent this is for someone else to draw her attention!
Forcing scrappers to take Taunt?

Seriously?

I miss the eye-roll emote. :/

Taunt could insta-kill AVs and drop puppies, rainbows and purple recipes from the sky, and I still wouldn't take it on my scrappers.


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Originally Posted by Casual_Player View Post
Forcing scrappers to take Taunt?
Or, you know, the one with the sequestration warnings can stop Taunting and damaging, or, round a corner. Being at the top of the agro list isn't something that always has to be wrested from someone else by having a bigger Taunt... it can be given away.


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And scrappers all have the ultimate taunt anyway: Damage. My DM/SD frequently steals aggro form tanks without trying, I don't expect it to be an issue here.

One thing did jump out at me looking quickly at these guides - Lambda is listed as more difficult than the BAF? My impression was that the BAF was more difficult, though my runs thru both were some of the first runs when they became available in the sneak peaks. What are everyone's thought about the comparative difficulty of the two Trials?


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Originally Posted by Jasra View Post
What are everyone's thought about the comparative difficulty of the two Trials?
I've never managed to beat either one, but I came close a couple of times on Lambda. On BAF, I've never gotten past the first battle with Siege. So I'd agree that BAF is tougher.


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Quote:
Originally Posted by Jasra View Post
And scrappers all have the ultimate taunt anyway: Damage. My DM/SD frequently steals aggro form tanks without trying, I don't expect it to be an issue here.

One thing did jump out at me looking quickly at these guides - Lambda is listed as more difficult than the BAF? My impression was that the BAF was more difficult, though my runs thru both were some of the first runs when they became available in the sneak peaks. What are everyone's thought about the comparative difficulty of the two Trials?
The BAF is fairly easy as long as the league follows direction of the league leader. The Lam is definitely the harder of the Two for some reason the Warehouse seems to chew up players. We play and beat both and a fail is a rare occurrence but over all the Lam is the more difficult of the two.


 

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Originally Posted by Casual_Player View Post
Forcing scrappers to take Taunt?

Seriously?

I miss the eye-roll emote. :/

Taunt could insta-kill AVs and drop puppies, rainbows and purple recipes from the sky, and I still wouldn't take it on my scrappers.
I AM A TAUNT!!!!

*moving on*
I pay attention to who get the warning and started shouting in League chat when folks get the 2nd warning and move away from them. And when I get the 2nd warning when we are trying to badge kill the AVs, I move out of LoS of the AV for sec to lose a ring which does not take long. Your damage is really a good taunt as I found out the hard way...I got three rings a few days again.