Alternate Strategy For BAF? Let's Figure it Out.


Adeon Hawkwood

 

Posted

We tried this last night and succeeded in earning the Master of BAF badge.

Hey, EY! Man you disrespecting me? You gotta keep'em separated.


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Posted

I hate to ask, but considering the guides posted all over the forums, why are people still on "tower duty"?



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Posted

Quote:
Originally Posted by TsumijuZero View Post
I hate to ask, but considering the guides posted all over the forums, why are people still on "tower duty"?
We tried fighting NS between the barracks and still got shot to **** by the turrets. Not sure why that happened but it wasn't a big deal to shut them off; the no turrets badge is the easiest one to get IMHO being as you get it almost by default on your typical "pull to courts" run.


 

Posted

The goal would be for the standard operating procedure be that each BAF goes for every Astral Merit possible by not shutting off Towers and defeating them at their spawn points and not letting any prisoners escape and clearing all ambushes before the final defeat.

You also save about 4 minutes avoiding 'pull time.'


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Posted

Quote:
Originally Posted by Emberly View Post
We tried fighting NS between the barracks and still got shot to **** by the turrets. Not sure why that happened but it wasn't a big deal to shut them off; the no turrets badge is the easiest one to get IMHO being as you get it almost by default on your typical "pull to courts" run.


Try this out, works nicely for us over on Union doing back to back MO's.



In-game and now on Twitter @Tsumiju Zero "The Nightmare of Dra'Gon"
"The flow of battle can only be influenced, not by realtime tactics, but by strategy."
Proud resident of the Union EU Server.
B.A.F. Trial Guide

 

Posted

Yep, that's where we tried it, was watcing the tracers from the turrets go right through the buildings. Maybe there was some silliness from getting targeted by turrets earlier,or lag or something, but we were absolutely getting shot up by turrets when we were hiding between the barracks buildings.


 

Posted

if you go more than about halfway the turrets will select a target and fire a few seconds later which might then show through the barracks, but that area has been quite safe since we started ganking Nightstar at the barracks.



In-game and now on Twitter @Tsumiju Zero "The Nightmare of Dra'Gon"
"The flow of battle can only be influenced, not by realtime tactics, but by strategy."
Proud resident of the Union EU Server.
B.A.F. Trial Guide

 

Posted

Also, there is an important choke point that at one controller/dominator should be covering (ideally 2)



I've been testing that spot with my Dominator for the last few days, and on any sized BAF run (from min to max), I find that to become a crucial spot for me to be. I simply slap down (alternatively) thorntrops and rain of fire, and then use my group immobilize power.

Naturally commandos can't be held or slow, but it filters down the crowd. It allows a larger group to quickly all target the commandos while I can simply immob/hold/kill the remaining minions. Also, with Judgement powers, it makes it easier to get a cluster together.

Also, it needs to be noted that the choke point should be closer to the middle bunker on the south end. Why? Because as illustrated, one escape route is behind the west most bunker. Positioning the choke point closer to the middle bunker helps slow down that crowd.

A good choke point for the North path would be closer to the North East bunkers, but I'll have to test that out.


 

Posted

I have been wondering why teams don't just cover those two sidewalks instead of the doors. It seems like two teams at that choke point and one team on the north sidewalk would work better than scattering to the doors.

But then a lot of teams scattered to the doors gets the badge for no escapes a lot. So maybe it's not worth the risk.


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Posted

If you're specifically trying to get the Keep Em Separated badge you can disable the towers and it makes splitting up less of an issue.

When I went for this badge on the final run for the Master of Badges (we did four runs total in a row), we had four teams of 6 rather then three teams of 8. Team 1 and 2 went to fight Siege and Team 3 and 4 went to fight Nightstar for the final phase.

As long as the teams are set up fairly balanced and you let people know ahead of time its not that hard to do. Just make sure you disable the towers.

Also something I do thats contrary to what most people do is I assign all scrappers in the league regardless of team to handle adds. So as long as each team has 1 or 2 scrappers everyone gets iXP from the adds and it keeps them off everyone else while fighting the AVs. Worked fine as well when fighting them at their spawn points. If you're short scrappers send a brute or two to fill.


 

Posted

Quote:
Originally Posted by Fedor View Post
I have been wondering why teams don't just cover those two sidewalks instead of the doors. It seems like two teams at that choke point and one team on the north sidewalk would work better than scattering to the doors.

But then a lot of teams scattered to the doors gets the badge for no escapes a lot. So maybe it's not worth the risk.
I've done it both ways. In the long run it doesn't seem to make a huge difference, most teams seems to get about 0-4 escapees regardless of the method used. I think the path choke point method is better but people in general seem to prefer camping the doors.

I've run a few where I asked people to camp the paths, most of them worked out ok but one failed due to people on the south path ignoring repeated requests to move east, they were situated to the west of Voodoo's choke point and consequently missing quite a few. After that I started making more effort to explain the location of the southern choke point when I used it.

I think the choke point method is marginally superior but probably not be enough to make it a huge concern.