Clearing up some TPN misconceptions


Blood Red Arachnid

 

Posted

So. This has possibly already been covered. Here's my piece and hope that giving out some info will help those that do the TPN trial. As someone who plays on many servers, I can say these issues are not unique to just one.

1) ZOMG AOES WILL BE TEH DETH OF JOOOOO

We can stop having heart attacks over these things. I get why leaders restrict Judgements/AoEs in the opening stage and when (or if) you have a team working on Telepathists. They cost you time and/or favor. Keeping instructions simple means players are more likely to remember them later. On the other hand, being totalitarian about it makes a trial experience considerably less enjoyable.

Cameras:
Popping these wee floating objects causes you to lose favourability, which translates to taking longer to get to the next stage by a few seconds a camera. So while one should never condone wide spread destruction of cameras, a couple being defeated is not going to make a difference. Roll with it and go find yourself another Commander to punch in the face. (They're beefy, they can take it.)

There is a short window when you first get into the trial where there are no cameras in play. You do get an announcement when they begin appearing. So, go nuts when you first get in. Make a big splash. It's ok. Stay near the streets if you are wary.

Cameras are near the main building, at the top of the steps. I think they can be pulled to a degree. (Why would you want to?) But near the streets, in the barricade areas and in front of the bottom set of stairs? Lots of IDF and no cameras.

Telepathists:
Thanks to the weekly u-stream I know that when a Telapathist appears there's a short window of time before their first citizen is converted and until they do the citizens are completely invulnerable. (I still weep over not being able to use Power Push on them, however.) So yeah, in those first few seconds you can use an AoE or two to knock these ladies out. The issues come later if you have converted citz following you around; watch out for them. Chances are you're moving with others and mowing down the Telepathists quickly enough that converted citz won't be a problem.

Again, one should not encourage players to go AoE nuts on the citizens and a certain amount of caution should be exercised with AoEs and uncontrolled pets. But a defeated citizen here or there won't be the cause of trial failure.


2) Technicians
I still see players wailing on Techs at the consoles when they are completely invulnerable. You have to pull away and/or defeat all their buddies before they'll take a hit.

3) Maelstrom:
Is a JERK.

4) Marked for Death:
When fighting jerkface players can get a red and yellow target 'Marked for Death.' Remaining in melee with him is well... certain death. Luckily, I found that about 50 feet away is sufficient distance to be out of range. Which doesn't help the meleers much but ranged damage toons can still dish out the pain.


Anyway. I hope this gives people a certain amount of breathing room in regard to TPN mechanics. I'm one of those unfortunate players that likes to know the how and why and enjoys passing along that information.


tl:dr
1a) AoEs/Judgements are okay near the streets, at the barricades.
1b) Citz are safe until converted.
2) Technicians are like Masterminds; only without their buddies they are squishy.
3) Maelstrom is a jerk.
4) Marked for Death: Move 50ft away. Keep firing!


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Posted

Thanks much for this summary!


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Posted

I agree with much of what you said.


When I lead TPNs my instructions basically go as:

1 Before trial: Ask for any people who are specifically built for single target damage or have otherwise good ST dmg and put them on a team together.

2 Upon entering: No uncontrollable pets, aoes/judgments are okay as long as there are no cameras near, do not attack cameras.

3 Main building: Run to the end and wipe out the IDF inside, kill the Technicians and click the glowies (the first time inside the main building there are so many IDF at each terminal it is usually easier to just kill them where they are rather than pulling them to the center, mainly due to aggro caps), follow up with tank and spanking maelstrom.

4 Split: Single target team (should be about 1/3 of number of people in league) stay outside, no pets, no aoe, kill telepathists. Everyone else is on buildings. Pull IDF to the center of the room, make it clear the objective is killing the technicians, not the IDF, as soon as there are no IDF near a tech, kill the tech and click the glowie. Repeat for each building (TPN today > Main > Vis Corp > TPN today).

5 Maelstrom: If you're targetted by marked for death, move out, move in as soon as the cone snipe power icon appears on your status bar (it's safe to move in before the actual bullseye icon disappears, I don't mention this, as you say the less instructions you say, the more likely they are to be followed, but it's good information).

Repeat 4.

Repeat 5.


TPN is really a simple trial once you get the rhythem down.


 

Posted

One of the biggest issues why I say "No AoE or uncontrollable pets outside" whenever I host a TPN isn't because it isn't impossible to use those things outside, but because I don't trust anyone to do it.

Hell, I don't even trust myself to use AoEs outside, since I know the second I hit that judgement a citizen is going to convert, get slaughtered, and then our PO plummets.



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