Lamda Guns - Getting to them?
jump pack also works i think
Or you could always do something crazy like pick up a travel power...
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I am not affected by this whatsoever. I am just stating how silly this problem is. It HAS to be an oversight by the devs.
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Hamidon's a pain if you don't fly. Getting up to the Mothership can be a pain if you don't fly.
In comparison, the Lambda walls aren't really that bad. It is doable (though still annoying) with hurdle and combat jumping, if you know where the access points are.
I'm not surprised that getting up to the turrets is a pain in Lambda for super-speeders. But as someone already posted, it looks like they're making it so travel temp jetpacks will work. So it's kinda a non-issue, I think.
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Spending inf on jetpacks is also a silly requirement.
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You can easily run up the diagonal surfaces with ninja run. The area in the back of the entrance to the underground entrance, run up either the left or right side to get up there. I do this all the time so I know it works.
But, one of the trade off of taking SS is the relative lack of vertical movement. People who take flight of SJ , or TP all give up something too when compared to the other travel powers. If there were one travel power that did everything, we all take it and nothing else.
To participate the way you want,with SS AND some sort of vertical power as well, you can respec into two travel powers or accept that having one travel power and access to a temp that covers your first travel powers deficiencies isn't too bad.
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Another option being to stay on the ground and wave as your league-mates knock out the towers.
if you can get to the mobs in the upper deck... you should have no problem.
jump up to the lower parts of the walls below the cannons and from there jump up to the cannons, you can travel from cannon to cannon via the lower parts of the walls.
It's still not easy, especially when you are racing to keep up with team members. I tried Ninja Run yesterday, and even when successful I might get to the turret when it is already 1/2 - 3/4 down. Nevermind all the times I misjumped.
TP is a little better, though with the walls around the turrets it is also tricky.
Waving from the bottom...that's great if you're willing to settle for 10 threads.
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Random Merit Rolls: Scale cost by Toon Level
its 10k for a jetpack. deal with it. i manage fine climbing the diagonal wall to get up there
..or you can stop forgetting that Super Speed is a travel power...
I am not affected by this whatsoever. I am just stating how silly this problem is. It HAS to be an oversight by the devs. |
Seriously, turret duty is boring, a poor source of iXP, and not all that useful if you can manage the simple task of keeping your head down during the rumble with Marauder. (I wish I wasn't burdened with the need to help clear turrets, but alas, with great travel power comes great responsibility.)
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On the other hand if you're playing a level 50 Incarnate that can't afford the trivial price of a jetpack then you've got far more serious trouble to worry about than how to reach those Lambda guns.
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Yes, I suppose I will seek out a 10k jetpack - it's just annoying that I have 1:45 left on a perfectly good Raptor Pack that gets grayed out (fix pending or not).
Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
Lots of us have it, but think about how silly that is. Please request that a ramp be added somewhere.