Master of Lambda


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Posted

It seems hard to believe that a Containment could be destroyed without anyone realizing it. It's good to hear a conclusive reply, however, and the response does indicate that there was SOMEone responsible for the failure... which is better than a bug being responsible.


 

Posted

Quote:
Originally Posted by Assisace View Post
It seems hard to believe that a Containment could be destroyed without anyone realizing it. It's good to hear a conclusive reply, however, and the response does indicate that there was SOMEone responsible for the failure... which is better than a bug being responsible.
Even accidently destroying one of the objectives in the Court Yard, shouldn't make you fail the badge requirements, as long as you don't use it. This I think it a bit obsurd.


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Posted

Quote:
Originally Posted by Mind_Over_Matter View Post
Although it certainly would seem repetitive to run it multiple times to meet the requirements for Antacid and Well Stocked, I accept that such is the current requirement.
It's not the "current" requirement. It's the INTENDED requirement but it's not currently working that way. You can get all the badges in one run.


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Posted

Quote:
Originally Posted by Beef_Cake View Post
Even accidently destroying one of the objectives in the Court Yard, shouldn't make you fail the badge requirements, as long as you don't use it. This I think it a bit absurd.
Absolutely, I agree with that. I'm just not sure if that aspect is viewed as a bug or "working as intended".


 

Posted

Quote:
Originally Posted by Beef_Cake View Post
Even accidently destroying one of the objectives in the Court Yard, shouldn't make you fail the badge requirements, as long as you don't use it. This I think it a bit obsurd.
I whole heartily agree with you. It still baffles me that that is part of the requirement to get any of those three badges.


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Posted

All, but the Synchronized badge for Lambda badges reek of bad design. The badges should be :

Antacid: Collect 10 Acids, but don't use them. However league can collect 10 grenades and use them.
Well Stocked: Collect 10 grenades, but don't use them. League can collect 10 acids and use them.
Lambda Looter: Collect 10 Acids and Grenades, but don't use them. League can use temp powers found in courtyard to close portals and pacify Marauder, but if any temp power from previous section is used, then badge is not awarded.

It would be possible to earn all 4 badges in one run, but much easier to go after each one separately and requires different tactics to accomplish instead of being dependent on unique elemental powers and do the exact same thing 3 times.


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Posted

I'm going to disagree with you.

I think the Lambda Looter badge should require you to get all the temps in the sabotage portion. It should also allow you to get any temps in the courtyard, even accidentally. You should NOT be allowed to use any of the temps. (Keeping track of where you got the temp could be a headache for some teams, and probably a pain to code. But I digress.) I also think that if you do this you, should have met the requirements for both Antacid and Well Stocked.


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Quote:
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Posted

Quote:
Originally Posted by Rangle M. Down View Post
I'm going to disagree with you.

I think the Lambda Looter badge should require you to get all the temps in the sabotage portion. It should also allow you to get any temps in the courtyard, even accidentally. You should NOT be allowed to use any of the temps. (Keeping track of where you got the temp could be a headache for some teams, and probably a pain to code. But I digress.) I also think that if you do this you, should have met the requirements for both Antacid and Well Stocked.
This is exactly what I was thinking as well.


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Posted

Quote:
Originally Posted by Mind_Over_Matter View Post
...
It would appear as if an additional Exterior Molecular Acid Container was destroyed later in the fight. This could possibly have been the result of AOEs and placement as a portion of our battle took place near the corner where the Molecular Acid Containers spawn. Someone may have accidentally done the damage at that point.
...
Yeah in the MoLambda that I led, when Marauder jumped over to where the Chamber spawns (near it), all AoEs were fine but we said not to use any judgement powers (specifically Ion since it can chain off of mobs and hit the chamber).

To be honest, the chamber never got hit (never went below 90-95% HP as far as I could tell...maybe never even hit) from any regular AoEs...this was where all the mobs were causing lag because we weren't using Judgement powers to get rid of them.

I think the only Judgement power that really should be avoided is Ion...the rest should be able to target Marauder and just let him have it...Pyronic, Cryonic and Void don't chain and I don't think if you used them where Marauder is (on top of that barracks thing) the chamber should be fine.


Stinks for you guys but like you said, at least you know there was a chamber blown up by someone


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Posted

Quote:
Originally Posted by Rangle M. Down View Post
I'm going to disagree with you.

I think the Lambda Looter badge should require you to get all the temps in the sabotage portion. It should also allow you to get any temps in the courtyard, even accidentally. You should NOT be allowed to use any of the temps. (Keeping track of where you got the temp could be a headache for some teams, and probably a pain to code. But I digress.) I also think that if you do this you, should have met the requirements for both Antacid and Well Stocked.
The reason why I suggested it is that almost everyone I see has Master of BAF while Master of Lambda is far more difficult to obtain. They should be at about the same level of difficulty. Also, it is not like you can shut down all the portals or pacify Marauder all the time with my suggestion for Lambda Looter. There would be nothing preventing players from getting Lambda Looter using the normal method, but it would give the players an edge when they need it. So instead of failing with 1% left, a few players could get the grenade and succeed. Players would be able to control the difficulty of the fight. Lambda Looter could be set so that the more temps from the courtyard used, the less likely the league will get the badge. Use one grenade and the league has a 90% of getting the badge. Close all portals and the league has 0% of getting the badge. Not sure how some people will react to badges based on probability.


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Posted

Got it last night... Thanks to Zartain for leading it, and beerpig and the rest of the league... who totally kicked asss and stuck with it...and of course can't forget the badge seni "Beefcake" for his help as well O_o


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Posted

Quote:
Originally Posted by Nitra View Post
Got it last night... Thanks to Zartain for leading it, and beerpig and the rest of the league... who totally kicked asss and stuck with it...and of course can't forget the badge seni "Beefcake" for his help as well O_o
It was good run. It wasn't really important to me to get the MoLambda on my non-badger character, but I'm glad that bringing the Psi damage helped others get it.

I was actually quite impressed that we got it done on the second run with a LOT of time left on the clock. Over 5 minutes if I recall.


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Posted

Quote:
Originally Posted by Shagster View Post
It was good run. It wasn't really important to me to get the MoLambda on my non-badger character, but I'm glad that bringing the Psi damage helped others get it.

I was actually quite impressed that we got it done on the second run with a LOT of time left on the clock. Over 5 minutes if I recall.
Well, the good thing now is we pretty much know how to do it and we can help others get it was well...


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Posted

Quote:
Originally Posted by Nitra View Post
Well, the good thing now is we pretty much know how to do it and we can help others get it was well...
You have only few days left to help others before patch goes live.
After patch, you will need to do at least 3 separate Lambda runs to get MO


 

Posted

The inconsistency of taking on Marauder without using the grenades is down right annoying. It's either impossibly difficult or incredibly easy. On a run with 3 Radiation toons (two Defenders and a Controller, among other buffs/debuffs) we barely made it with less than a minute to spare, after several failed runs.

On tonights run with a single radiation Defender, and a variety of corruptors (couple kinetics, dark and a cold) we managed to breeze right through it with 9:32 to spare.. that's just.. dumb..

Tonight I finally managed to get MOLambda on my Broadsword/Regen Scrapper who happens to be my main badger. Never before have I felt so useless... if it weren't for my Seer Lore pets, who I might add are back up as IDF was my first choice. I might as well just stand in the freaking corner and watch everyone else work.

...and they expect us to do that three times?

To quote an SG member of mine, "I do NOT approve.."


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Posted

Quote:
Originally Posted by Mystic_Fortune View Post
The inconsistency of taking on Marauder without using the grenades is down right annoying. It's either impossibly difficult or incredibly easy. On a run with 3 Radiation toons (two Defenders and a Controller, among other buffs/debuffs) we barely made it with less than a minute to spare, after several failed runs.

On tonights run with a single radiation Defender, and a variety of corruptors (couple kinetics, dark and a cold) we managed to breeze right through it with 9:32 to spare.. that's just.. dumb..
Not following you here. Those "variety of corrupters" were packing a ton of debuff. When you had more debuffs on him, it was easier to defeat him. That hardly seems inconsistent.


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Posted

Quote:
Originally Posted by Mystic_Fortune View Post
Tonight I finally managed to get MOLambda on my Broadsword/Regen Scrapper who happens to be my main badger. Never before have I felt so useless... if it weren't for my Seer Lore pets, who I might add are back up as IDF was my first choice. I might as well just stand in the freaking corner and watch everyone else work.

...and they expect us to do that three times?

To quote an SG member of mine, "I do NOT approve.."
Well technically you'll only feel useless 2 of the 3 times.

Anyway, you don't HAVE to be useless. If you're S/L you can focus on killing his reinforcements, which is just as crucial to success as good debuffing and exotic damage.


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Posted

Quote:
Originally Posted by Ironblade View Post
Not following you here. Those "variety of corrupters" were packing a ton of debuff. When you had more debuffs on him, it was easier to defeat him. That hardly seems inconsistent.
Both Leagues had roughly the same amount of debuff.. I just don't recall the exact ATs from the failed run and the barely successful runs.


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Posted

Quote:
Originally Posted by Mystic_Fortune View Post
Both Leagues had roughly the same amount of debuff.. I just don't recall the exact ATs from the failed run and the barely successful runs.
Honestly, Seer Lore pets help great a deal. Trust meh!


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Posted

Quote:
Originally Posted by Beef_Cake View Post
Honestly, Seer Lore pets help great a deal. Trust meh!
and Scurge can be that extra damage for the final push.


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Posted

Quote:
Originally Posted by James_Donner View Post
and Scurge can be that extra damage for the final push.
Definitely this. Scourge goes from really nice Inherent ability to really amazing Inherent ability on higher HP targets like AVs.


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Posted

I've got this on three toons now and I've found that not only is AT important but team distribution is important too. Correct me here if I'm wrong... but I believe kins will only fulcrum shift those on their team and no one else in the league.

What this means is that it is important to have at least two of each type you want around to do team buffs... pains kins and rads to mention a few.

Sonics, colds, thermals, traps, TAs, pains, rads, stormies, dark and poison are all good to have around (in no particular order). Other support are okay... empathy for fort, FF.... not so much except for damage mitigation from the incoming mobs, though not as critical with many toons taking barrier as their destiny power.

Corrs are the best since they damage and buff, fenders next, then MMs and trollers. Then blasters would be next for exotic damage, doms follow closely, followed by pretty much everything else. Having a tank/brute/durable scrapper is probably a good idea for keeping Mar's attention, but not too many.

Having lore pets is a bonus as well. Seers are good to have around when taking on Mar as they do psionic damage and pop every 15 mins or so (depending on lag) so pop em right when the fight starts and pop em at the end when they're up again. Helpful for getting over the unstoppable hump.

Both my badgers are s/l heavy (MA/SR scrapper and WM/SD brute) so I justify bringing them along cause I led runs on them... I feel like leading mitigates some of the specific toon drawbacks.

More -res is all I can say for this... with a side of +dam. Best of luck to everyone who has yet to get it. Look me up if you're going for a try and maybe I can lend a toon to assist.


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Posted

I haven't seen anyone post this, but I thought I'd mention that the latest patch did indeed "fix" the badge (although it's not mentioned in the patch notes as far as I can see; perhaps the devs considered earning the badge in one run an "exploit").

Anyway, on Victory we made a Master attempt this weekend (grabbing all temps and not using any), succeeded, and everyone was awarded only ONE badge (Lambda Looter, as I recall).

So the earn-in-one-run gravy train has left the station, apparently.

(Apologies if this news has been broken elsewhere here; I hadn't seen it posted by anyone.)


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