A Pinnacle Players Guide to the Lambda Trial
I'm mostly perplexed by how you managed to spell "Lambda" correct in the thread title but only 1 out of 5 times in the body of your post.
Anyway, this is a good beginner's guide. I've seen a lot of people just go willy-nilly (good god did I really just type that) on the grenades/acids phase and that's kind of frustrating. Early on in I20, I failed my first few Lambdas because Marauder would hit Unstoppable and we ran out of grenades as a result, and didn't have time to get more. This seems like it's less of an issue now that people are unlocking their new Incarnate slots and putting -Res procs on top of all of their powers (just as an example), but admittedly I haven't really had the opportunity to play much.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
Addition:
1. Do not open the front door to the facility, jump the walls.
2. During the 1min to marauder phase buff the main tank. The Grenade team tank is the main tank.
3. Attack Marauder's group FAST. Don't wait for everyone to hit every door with an acid. The grenade team should be attacking Marauder's group as soon as the tank has buffs.
"If a system can be exploited, it will be exploited. And if a developer thinks their system cannot be exploited, it'll be exploited like a new actress in her first porn movie." Sanya Weather MMORPG Examiner
Addition:
1. Do not open the front door to the facility, jump the walls. 2. During the 1min to marauder phase buff the main tank. The Grenade team tank is the main tank. 3. Attack Marauder's group FAST. Don't wait for everyone to hit every door with an acid. The grenade team should be attacking Marauder's group as soon as the tank has buffs. |
Do listen to your team leader, he or she may have extra stuff not in the guide, but I listed the stuff I see on almost every run.
I had heard from the get-go of Issue 20 that the Trial fails if Marauder leaves the yard, but I've never seen this come anywhere close to happening with the door open. I assume the only way it happens is if some moron deliberately taunts him out.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
A general rule that always leads to success..... "Keep it simple stupid" At this point people have run theses several hundred times (not to mention teams tend to run several in a row while maintainining a core of people from the previous run). Keep your directions to the key points (team 1 grenades and 2 acids, who gets grenades) because if you spend 10 min before you start the trial beating people over the head with a step by step process then continue typing it needlessly throughout the mission, you are likely to have people ignore you and do what they feel is right. Or get people into a vent channel.
A general rule that always leads to success..... "Keep it simple stupid" At this point people have run theses several hundred times (not to mention teams tend to run several in a row while maintainining a core of people from the previous run). Keep your directions to the key points (team 1 grenades and 2 acids, who gets grenades) because if you spend 10 min before you start the trial beating people over the head with a step by step process then continue typing it needlessly throughout the mission, you are likely to have people ignore you and do what they feel is right. Or get people into a vent channel.
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Unless trying for the badges there really isn't much to say to veterans other than team one lab, team two warehouse, but apparently some of the new guys are dying like dogs with no real reason for it other than a lack of quick instructions. I have run the trials so much now I sometimes get mentally lazy, but even on Pinnacle there are players who are running the trials for the first time most every day.
One quick add on, even on veteran teams I sometimes see people stop and fight in the labs/warehouse even after the box/container is destroyed. Scrapper lock I guess, but it still amazes me when I see it and I wonder if they have ever figured out why this is a terrible idea.
Two things I'll add, and they are related:
Assuming each team takes a wing of the complex, each team will collectively get ten temp powers (either the acids or the grenades). This means two players on each team will get two powers. Do not assume that, if you've used your acid/given away your grenade, you do not have any more. (Ideally, pay attention to whether the "Temp Power!" alert flashed more than once for you, but this might get missed in the shootout.) As new temps, they will all be at the bottom of your Temp Power list, so look carefully... or just keep a couple slots open on your main power bar for them to drop into, then they're easy to find.
In the unlikely event that you don't get all ten acids (or some goober just can't seem to find his despite the above advice), a container will regularly spawn in the north-east of the outer complex (with guards). Smash it and get another acid, hopefully in the hands of someone more on top of things. You will really want all ten doors destroyed, so the reinforcements don't start to overwhelm you. (Likewise, if you run out of grenades, a crate plus guards will spawn to the west, but the time involved in restocking will probably not be worth it... suck it up!)
One quick add on, even on veteran teams I sometimes see people stop and fight in the labs/warehouse even after the box/container is destroyed. Scrapper lock I guess, but it still amazes me when I see it and I wonder if they have ever figured out why this is a terrible idea.
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Assuming each team takes a wing of the complex, each team will collectively get ten temp powers (either the acids or the grenades). This means two players on each team will get two powers. Do not assume that, if you've used your acid/given away your grenade, you do not have any more. (Ideally, pay attention to whether the "Temp Power!" alert flashed more than once for you, but this might get missed in the shootout.) As new temps, they will all be at the bottom of your Temp Power list, so look carefully... or just keep a couple slots open on your main power bar for them to drop into, then they're easy to find. |
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
I ran this for the first time last week and I and would have died several times if not for the great leadership of some of our veterans here on Pinn. In fact things ran so smoothly that I didn't even really know what we were doing or why we were doing it, but I didn't ask too many questions so I wouldn't distract the leader/team from the flow. That being said, thank you for posting this as it will undoubtedly lead to better understanding of the trial with smoother results for all!
When I lead Lambdas, I try to keep instructions to a minimum except when I know someone who has never done it before is on the League. Usually I ask, and if there is, then the vets are going to have to see a lot of chatter they know already. It keeps people on the same page and educates the new people.
When it comes to opening the doors, I'm an advocate of I don't care. But I go with the instructions of the league leader. If they want me to jump the wall, I happily do it. Then inevitably I see someone who wasn't paying attention open the door anyway, and get a small chuckle.
I just posted some tips to Following during the Sabotage phase in another thread, and will repost them here. I just offer them as things that help me stay alive, not as mandatory instructions or anything.
NPCs go after the first thing they see. If you're doing things right, that's a big tough melee type, not you. The second key to following is, when the guy you're following stops you keep going a little bit until you're just past him. That way if anything is mad at you and not him, they run into him before they run into you, instead of shooting you in the back. "But I know how to follow!" is inevitable at this point. Clearly you do, but you don't know the best ways. Here are some tips to make it easier, particularly on Lambda: 1) Before the trial even starts, open your minimap, and disconnect it from your Nav bar and move it to the side of your screen. You don't need it all the time, but during the Sabotage phase it helps a lot. 2) When the raid leader tells the teams which side to go on, and WHO TO FOLLOW, you click on that name in your League window, right click, and Set as Waypoint. This gives you a yellow beacon so it's easier to see when the move, and it works through walls. 3) when you get to the minimap your team is on, open your map and zoom it out all the way. The game has a bad habit of zooming the map in partway. Zoomed out and you can easily see where you should be at all times. |
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
This is a guide for the grunts, not for the team leads, if you are looking for how to run a master run this isn't for you.
I was in a Lambda challenge earlier today and several players said they didn't like Lambda and often failed it. They also said that they had never had any instructions and were confused. If this sounds like you this is your guide.
First off as a grunt Lambda is simple, follow a tank and knock stuff out, but there are a couple of things you need to know and I will go over them here. Lambda is divided into three phases. The first is clearing the trash. This normally involves clearing the streets out outside the facility, then clearing the courtyard, then clearing the turrets that are on the walls of the facility, and lastly entering the facility and taking down the 'security guard' an AV level Warwalker. This is pretty straight up stuff. Run with the pack and take out anything that is being attacked. It is good Incarnate XP and extremely simple.
Next up is the part that freaks people out, picking up the temporary powers from the warehouse and lab. This is almost always done by sending one team into the lab and the other into the warehouse. Just watch league chat for which team you are on and follow either the tank or the team leader, I set them as a way point and keep my map open most of the time as I follow them. If you get turned around just head towards your waypoint, don't stop to fight, just catch back up.
While you are in the lab all you care about is the Containers. They are orange targetable tubes in the middle of a bunch of mobs. While you are in the warehouse all you care about are the crates. They are crates on the floor in the middle of a bunch of mobs. Don't fight anything else if you can possibly avoid it. After the crates or containers are destroyed they give out a temporary power to one of the group who are near when it goes down. Watch for the message in yellow that says 'You Have Gained A Temporary Power' if you see it you need to know about it. After destroying ten crates or containers everyone will be teleported back out into the common area outside the lab and should head back out the door to the court yard.
The last phase will normally use the temporary powers you got in the lab, if you got one it will be at the bottom of your temporary powers list in your powers tab. There are two temp powers, acid, which is used to close the teleport doors that bring in reinforcements to the courtyard, and grenades which are used to debuff Marauder when he becomes enraged. Acid isn't normally gathered up, if you got it find a door that is still active (lit up around the inside wall of the courtyard) and hit it with the acid.
Grenades are often all given to the lead tank, right click the power and it will bring up a menu, one of the choices is give to. I normally target the tank so that the give to is set to them automatically. Give them the grenade and you are ready for the fight.
The fight is a standard AV fight. Marauder has one nasty area of effect, his nova fist, if you see a warning that he is about to use it, back up, it is nasty. Otherwise he will jump around some but isn't very hard really. Chase him, beat him and claim your prize.
I haven't seen a Lambda failure for many, many attempts. If even only most of the team follows the plan it is very winnable. The only time I have seen losses is when people try to fight their way through the second phase rather than just targeting the destructables and when people attack Marauder one by one like in a bad kung fu movie. Otherwise it is solid superhero fun and no pressure. Hope this helps if you had non-leader questions, if you have more post them here and I am sure it will be answered.