Wait...is Lambda Sector's rewards bugged?


Adeon Hawkwood

 

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Originally Posted by Aura_Familia View Post
As I said in other threads: BAF>Lambda. This just proves it again.
I'd been purely running Lambda since launch day (both slots unlocked and slotted), but when I ran a BAF last night it was like night and day. Shorter, easier, and has more wiggle room for the occasional stupid. I think I'll be BAFing the rest of my xp and components.


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Posted

Yeah the Lambda rewards seem kind of out of whack when compared to the BAF. Heck most teams fight Nightstar and Seige seperate and don't bother turning off the gun towers anyway, which is two additional merits meaning a successful run will normally net you 5 of them, if not you're atleast going to get 3 even if you don't do the challenges.

Compared to Lambda where I think I've only been on 1 team out of 4 that managed to get every single grenade and we damn well used them all that hard work netted us 3, so we have to work harder to get the same level of reward in Lambda.

I kind of understand why it's not like the BAF, if they rewards 1 merit for defeating the Security team, 1 for the grenade section no matter how it turned out and 1 for defeating Marauder then you can bet your sweet behind that people would clear as fast as possible, head straight inside, defeat security team, loaf about for 4 minutes then quit the trial, reform.

This would net them 2 merits in about 6 minutes for very little effort.

Still perhaps give 1 for the Security team and 2 for defeating Marauder, hell the BAF offers one very easy merit in defeating Nightstar, so make it atleast comparable.


 

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Originally Posted by IanTheM1 View Post
Feedback: Holy cow is that excessively prohibitive. Now I know for sure I won't be even bothering with Lambda anymore, except maybe a few more inevitably failed runs to get the last of the XP for Destiny.

Considering you can get an Astral Merit from the BAF for more or less just defeating a single AV, there's a huge imbalance there.

It feels like it should be lowered to 5 Grenades, 5 Acids, 5 Cooperation Bonuses, or something similar.
No, I do not believe it is.

Four live runs; 1 success.
Teams of 8 (twice), 12, & 16 (straight queue pug and formed teams). I don't think we failed to get all the grenades ever. I received many Astral merits, and the emp; Interface unlocked and slotted at the first level.


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Originally Posted by IanTheM1 View Post
I've yet to get an Astral Merit from the Security Bot. And I've yet to be on a team that can manage more than about five of either temp power, which seems rather prohibitive compared to the BAF.
Learning to get 10 out of 10 acids is pretty key to completing this trial successfully based upon my experience. (That and having teammates who actually put the acid in their power tray and then use it ASAP when phase 3--been on many runs where it seems some player must be willfully refusing to use at least 2 of the acid drops!)

We were moving too slow inside the map at first. To do this successfully, it seems one really needs to become familiar with where the containment tanks are on the map and move from tank to tank to tank. Having someone with sleep, confuse, close to unresistable stun or even an ice tanker with ice patch is pretty key to being able to swoop in as a team, blow the tank and then run off to the next tank. Because of the level difference, long duration soft control seems better than hard control here.


 

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Originally Posted by Master Zaprobo View Post
So a first successful Lambda run (without disabling turrets) will give four Astral Merits and one Empyrean Merit, while a second successful Lambda run (in the same vein) will give five Astral Merits.
The turret badge & astral merit combo is in the BAF. Those turrets are disabled with a simple glowie. But by all means on a Lambda, as far as I'm aware, go for it during the untimed phase and assault them big guns boom!


 

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Originally Posted by SilverAgeFan View Post
Because of the level difference, long duration soft control seems better than hard control here.
Yep, yep.

I've found blackstar nuke's -to-hit to be useful. Sleet's KD is handy. Other similar powers are just excellent.


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R.I.P.
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Originally Posted by Chyll View Post
Yep, yep.

I've found blackstar nuke's -to-hit to be useful. Sleet's KD is handy. Other similar powers are just excellent.
Hadn't thought of blackstar, which admittedly is a rarely used power on my defender.

Also some of the rarely used offensive intangibility powers would be good--but likely AFTER blowing the tank/crate up. Need to dust one or two of those off. I know my dark defender has black hole or whatever it is called. Though that panic button hasn't been used in AGES!

Edit: to clarify, if you used something like black hole on a group around a crate or tank, you risk also making the destructible object untouchable as well for the duration, correct?

Edit 2: a challenge to other players willing to think outside of the box: 3 astral merits to the first person who can describe a successful strategy that employs either group fly or team teleport to speed up and make either of these trials more efficient. This may sound like a joke, but I'm serious. There was a remark a ways back about the devs trying to design some of the new challenges with the more "situational" (read: often skipped and lampooned!) powers in mind. Curious as to how far they'll go.

Edit 3: fear powers may be a good thing here in phase 2 of the lambda trial. I have a tanker with the AoE fear power from presence on him for concept/giggles purposes. Haven't tried this yet with him though.


 

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Originally Posted by SilverAgeFan View Post
Learning to get 10 out of 10 acids is pretty key to completing this trial successfully based upon my experience. (That and having teammates who actually put the acid in their power tray and then use it ASAP when phase 3--been on many runs where it seems some player must be willfully refusing to use at least 2 of the acid drops!).
I find it easiest to designate one person to get all the acids and one to get all the grenades. Make sure everyone knows who to give their temps to, and when you're in the bunker about to head out to face Marauder, have them all give their temps to the designated people. Then one person can go seal the doors while everyone else deals with Marauder and his buddies.

Probably would work well with two people on acids sealing doors - a little faster - but I think it's less confusing to stick to one person and haven't had any trouble as long as that one person know what they are doing and does it fast. I always volunteer for acid duty on Lambda because I've done it so many times and can do it pretty quick now.


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Originally Posted by Quasadu View Post
I find it easiest to designate one person to get all the acids and one to get all the grenades. Make sure everyone knows who to give their temps to, and when you're in the bunker about to head out to face Marauder, have them all give their temps to the designated people. Then one person can go seal the doors while everyone else deals with Marauder and his buddies.
Sounds like a great system. But the one problem we've been running into consistently is what can politely be described as "human error." There always seems to be at least on person on the acid team who swears they have no acid temp powers but basically they haven't looked, didn't listen, may still be learning, have a strange sense of humor or are simply not the right height to ride the loopy ride at the county fair.

Some of those people may know who they are reading this post. If you're still just learning, that's cool. But it's those last two categories and their ilk that longterm bother me. I'd hate for these trials to become more exclusive in terms of the good leaders on our server putting together leagues and refusing to invite player X or Y because they just don't listen. In something like a mothership raid or even a TF, the Leroy Jenkinses of the world can at least come along for the ride. Their debt is their own doing. But failed trials thanks to one Leroy? Ugh.

Again, no design can totally eliminate this. I realize that. It's just been our biggest consistent challenge.


 

Posted

It would be nice if the grenades/acids either showed up on a special "plot relevant power" icon, or at least was grouped in a separate place from your other 15+ temp powers.


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Originally Posted by Arbiter Hawk View Post
Hey all,

I saw this question and just wanted to chime in really quickly to help you guys out. There are three Astral Merits to be earned in Lambda Sector for the entire League. Here are the ways you can earn them:

  • Acquire all 10 Pacification Grenades during the Interior stage
  • Acquire all 10 Molecular Acids during the Interior stage
  • Acquire all 20 Acids and Grenades during the Interior stage.
Additionally, an Empyrean Merit is awarded for successfully defeating Marauder during the final stage. This brings the Merit reward total to 3 Astral Merits and 1 Empyrean Merit for a full completion of either Lambda Sector or the BAF. Hope that helps!
I really don't like this as it means you either get 0, 1, or 3. I'd much prefer it if they changed the third Astral Merit requirement to destroying/closing all 10 of the reinforcement doors in the final stage, that means you can still get 2 Astrals (or just 1) if you don't get all 10 of either (or both) temps in the previous stage.


 

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Originally Posted by Arilou View Post
It would be nice if the grenades/acids either showed up on a special "plot relevant power" icon, or at least was grouped in a separate place from your other 15+ temp powers.
Or brought up a new temporary power popup window or something? A special tray that can only hold trial powers? Or on your compass like meteor fragments do during a shivan run? (Though this may just confuse some folks)


 

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Originally Posted by SilverAgeFan View Post
Or brought up a new temporary power popup window or something? A special tray that can only hold trial powers? Or on your compass like meteor fragments do during a shivan run? (Though this may just confuse some folks)
Yeah, something like that.

(Another MMORPG had a small square above your regular powers tray for these kinds of powers, something like that)


"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."

 

Posted

Quote:
Originally Posted by SilverAgeFan View Post
Edit 2: a challenge to other players willing to think outside of the box: 3 astral merits to the first person who can describe a successful strategy that employs either group fly or team teleport to speed up and make either of these trials more efficient. This may sound like a joke, but I'm serious. There was a remark a ways back about the devs trying to design some of the new challenges with the more "situational" (read: often skipped and lampooned!) powers in mind. Curious as to how far they'll go.
In Beta at one point we had some success with a high-stealth (or stalker) with super speed finding a crate and then team porting everyone in hot at the location where they focus on the crate.

the stealther moves on, finds a new location, and then hot ports the team as soon as they've cleared the object to the new location.

was not tried enough to offer a judgement of its efficacy, but it is a strategy to consider.


City of Heroes was my first MMO, & my favorite computer game.

R.I.P.
Chyll - Bydand - Violynce - Enyrgos - Rylle - Nephryte - Solyd - Fettyr - Hyposhock - Styrling - Beryllos - Rosyc
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Posted

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Originally Posted by Arilou View Post
Yeah, something like that.

(Another MMORPG had a small square above your regular powers tray for these kinds of powers, something like that)
And perhaps be a different color scheme than most anything else--some sort of special two or three color temp power icon that if you are looking through your tiny icon power list to drag it to a tray--it stands out.

This way leaders can add one more bit of information: "the temp power icons are red, gold and blue. Can't miss 'em" Or something like that.


 

Posted

Quote:
Originally Posted by Chyll View Post
In Beta at one point we had some success with a high-stealth (or stalker) with super speed finding a crate and then team porting everyone in hot at the location where they focus on the crate.

the stealther moves on, finds a new location, and then hot ports the team as soon as they've cleared the object to the new location.

was not tried enough to offer a judgement of its efficacy, but it is a strategy to consider.
We're not talking Assemble Team, correct? But rather the fourth tier power from the teleport pool? (I ask in part because it is the latter I am most interested in and the former is currently amongst the many greyed out vet and temp powers on these trials)

Speaking of which, I've wondered if a support character with that very same power couldn't be of great aid with the localized super special AoE powers, like marauder's in the Lambda or those orbital swords in Apex.

Edit to add: Having had some problems with non-travel power incarnates (post ninja run and craftable/buyable jetpacks), those guns around the Lambda courtyard are another place that Teleport Team might actually be of some marginal use.


 

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Originally Posted by SilverAgeFan View Post
And perhaps be a different color scheme than most anything else--some sort of special two or three color temp power icon that if you are looking through your tiny icon power list to drag it to a tray--it stands out.

This way leaders can add one more bit of information: "the temp power icons are red, gold and blue. Can't miss 'em" Or something like that.
Seriously I often wonder if those things are bugged in terms of dropping cause on many failed runs the leader has asked who has them and NO ONE responds.

After reading this I think it's just the general dumbness of PUGs. A way to make it obvious that you got it would be great.


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Posted

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Originally Posted by Aura_Familia View Post
Seriously I often wonder if those things are bugged in terms of dropping cause on many failed runs the leader has asked who has them and NO ONE responds.

After reading this I think it's just the general dumbness of PUGs. A way to make it obvious that you got it would be great.
On runs that I've lead, or helped lead, we actually instruct ALL members to call out "Acid" or "Grenade" in league chat when they get one. It may not be entirely necessary but it is one of those managerial tricks that puts a bit of onus on all members to PAY ATTENTION when each destructible gets popped and allows leaders to make some mental notes as to who has gotten what. Once someone has called it out, they now have registered: "Oh--I DO have an acid power. Better pay attention when we get instructed to use it." Even on their first time through.

During that time, on these runs, all other coordinating chat is kept in the team channel as we tend to split up by teams, coming together only if one side finishes their side first and then helps out with the side that is still not 10/10. The only other league chat you may see at this time are words of encouragement or the occasional reminder that a hospital is in zone.


 

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Originally Posted by SilverAgeFan View Post
Sounds like a great system. But the one problem we've been running into consistently is what can politely be described as "human error." There always seems to be at least on person on the acid team who swears they have no acid temp powers but basically they haven't looked, didn't listen, may still be learning, have a strange sense of humor or are simply not the right height to ride the loopy ride at the county fair.

Some of those people may know who they are reading this post. If you're still just learning, that's cool. But it's those last two categories and their ilk that longterm bother me. I'd hate for these trials to become more exclusive in terms of the good leaders on our server putting together leagues and refusing to invite player X or Y because they just don't listen. In something like a mothership raid or even a TF, the Leroy Jenkinses of the world can at least come along for the ride. Their debt is their own doing. But failed trials thanks to one Leroy? Ugh.

Again, no design can totally eliminate this. I realize that. It's just been our biggest consistent challenge.
I totally agree here. What I see happening is this, if people dont get their **** together after this weekend they probably wont get added for trials. One small screw up can easily cost us the trial. I am already making a long lists of globals to not invite because they are being retarded in the league. What I dont get is why is it so hard to check your temp powers for grenades and such? Every time I have done lamda on live servers at least 5 minutes get wasted on waiting on the last few folks to use the grenades or pass them to the leaders. Its to the point where I say screw it lets just bust open the thing and get more grenades since the tards arent listening.


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Posted

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Originally Posted by SilverAgeFan View Post
Or brought up a new temporary power popup window or something? A special tray that can only hold trial powers? Or on your compass like meteor fragments do during a shivan run? (Though this may just confuse some folks)
Nah I would settle for allowing the raid leader to see who has what temp power that way you can make sure things go according to plan otherwise its kick.


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Posted

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Originally Posted by SilverAgeFan View Post
We're not talking Assemble Team, correct? But rather the fourth tier power from the teleport pool? (I ask in part because it is the latter I am most interested in and the former is currently amongst the many greyed out vet and temp powers on these trials).
pool power. couldn't repeated fast enough 10 times otherwise.


City of Heroes was my first MMO, & my favorite computer game.

R.I.P.
Chyll - Bydand - Violynce - Enyrgos - Rylle - Nephryte - Solyd - Fettyr - Hyposhock - Styrling - Beryllos - Rosyc
Horryd - Myriam - Dysquiet - Ghyr
Vanysh - Eldrytch
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Posted

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Originally Posted by EvilRyu View Post
Nah I would settle for allowing the raid leader to see who has what temp power that way you can make sure things go according to plan otherwise its kick.
A (useless) temporary buff ("Carrying an acid grenade") would do that, no?


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Quote:
Originally Posted by Arilou View Post
A (useless) temporary buff ("Carrying an acid grenade") would do that, no?
But how are we going to find it in the huge list of buffs?


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Originally Posted by Bronze Knight View Post
But how are we going to find it in the huge list of buffs?
This?


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Posted

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Originally Posted by SilverAgeFan View Post
Edit 3: fear powers may be a good thing here in phase 2 of the lambda trial. I have a tanker with the AoE fear power from presence on him for concept/giggles purposes. Haven't tried this yet with him though.
Fear is awesome in Lambda. Very surprisingly effective considering my Dark/ defender isn't even alpha slotted yet.

As far as getting the crates/acids, with my fastest glowie acquisition run I was running my DM/Inv scrapper with a Spines scrapper and an Illusion controller - us three took most of the acids by having me charge in (I wouldn't say "tank" because it was too much for my scrapper to really tank, but good enough to take the alpha and their attention), the spines would come and start with the damage while the Ill/ would lay the ground support. We had time after that to go up and help hunt down the last couple of crates. Haven't failed to get all the destructibles my team was in charge of getting yet with that scrapper.

So what makes a difference, I think, is having strike teams with laser-guided focus on getting those destructibles and sticking together, and pushing hard. Don't be afraid of just getting a couple of people and doing it yourself, while harder than your usual content, you can still individually make great contribution towards the overall progress. If you plan beforehand and bring a full tray of your favourite survival inspirations specifically for this part, even you alone can make the final difference in getting all those objectives.


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