UG Bomb Badge Strategies - Underground Trial Preservation Specialist


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a/k/a NOT A GUIDE to UG BOMB BADGE

I've been looking through the forums and outside websites for strategies to use during the bomb section of a Master of Underground trial and have found helpful but general information and advice. When I chat with different people about what strategy they used to get their Preservation Specialist badge, I often hear very specific strategies, particularly for the hallway of 6 bombs. So I thought it might be helpful to have a thread on this topic. Links to helpful guides, sites and forum posts are added in my next post on this thread.

I have seen two general approaches to the bombs (rushing or sniping) and the strategies for each differ for the individual bombs in the hallways vs for the eight bombs at the end of the bomb section of the map. Personally, I like the approach of rushing the individual bombs and sniping the last 8. What strategy is the best?

STRATEGIES FOR INDIVIDUAL BOMBS IN THE SPORE INFESTATED TUNNELS

RUSHING: One person spots bombs; the entire league waits until spotter types “GO” into league chat, then rushes the bomb, destroying it within 10 seconds of triggering it.

PROS: the whole league is involved in the process, so it’s arguably more fun. Also, this is an option when the league doesn’t have 3 players with snipe powers.
CONS: any one person in the league could misunderstand instructions and/or jump ahead at any time and set off a bomb.

SNIPING: Players with snipe powers (in excess of 150 feet) snipe the bombs from a distance before they detonate. The rest of the league stays behind and cleans up any mobs of Devouring Earth.

PROS: the number of players who may jump ahead and accidentally trigger a bomb is reduced to 3. Non-snipers get to take a break during the bomb section. The snipers can be moved to a separate team so they can use team chat to coordinate the sniping. This method can be a real advantage when some members of the league aren’t following instructions given on league chat. I've been told that sniper power is the only power that doesn't set off a bomb, so even 1 person could snipe away at bombs to destroy them, but it would take forever, and there wouldn't be enough firepower available to kill a bomb if it is ever triggered.
CONS: best to have at least 3 snipers because the snipe powers have such a long recharge and activation time. Devouring Earth can be a problem, especially in the side hallways. Two of the bombs must be attacked at fairly close range because the map obstructs a long-range attack. (For these two bombs, the snipers may consider switching to short-range attacks with faster recharge, or judgment.) Also, there can be issues coordinating with the league to have them come up and kill the Devouring Earth BEHIND the snipers, without going ahead of the snipers.

STRATEGIES FOR FINAL SET OF BOMBS (IN HALLWAY AND ROOM WITH IDF GUARDS)

RUSHING: The league must move very quickly through the hallway, attacking each bomb and moving immediately to the next bomb. Because the bombs are so close to one another, any rushing attack on the first bomb could trigger the second bomb, and etc.

I have heard players recommend using judgment in this section, but I worry that using judgment will just trigger the bombs farther down the hallway, so effectively the league will have 10 seconds to clear the entire hallway of bombs.

Because the team probably will keep running through and out of the hallway, it seems like it would be a good idea to plan to rush the final 2 bombs in the last room immediately. Assign one team to each of the 2 bombs and have the team leaders remain at the front of the league to lead their teams to the bombs as all players emerge from the hall.

PROS: again the entire league gets to play together, which may be more fun. And this strategy is available when the league lacks snipers.
CONS: everyone must understand the instructions before the league attacks. And everyone must be prepared to move fast. There are 2 bombs outside the hallway which are more difficult to spot, and there are also IDF forces in the room with the last 2 bombs.

SNIPING: Because the hallway bombs are in close proximity to each other, it is important to use only snipe powers, to be sure no bomb is triggered. (Assuming it's true that snipe powers never trigger a bomb.) Can have groups of snipers targeting the same bomb. This could be done with a group of three who all target through one player. I have also heard of using 6 snipers and having two teams of three (or 3 teams of 2) targeting the bombs in succession (Team1 targets Bomb1, Team2 simultaneously targets Bomb2; when Bomb1 is down, Team1 targets Bomb3, and so on.) When the hallway is clear, the snipe team also snipes the two bombs in the last room.

PROS: using snipers reduces the time pressure, which may give a better chance of success by allowing the players to be more under control.
CONS: is it possible that a missed snipe could trigger another bomb? If that is even a remote possibility, it seems like accuracy would be essential. Because the bombs are so close together and snipe powers have such long distances, a missed snipe might trigger something 2 or 3 bombs ahead. Consider using super insight (yellow) inspirations for maximum accuracy during this section.


 

Posted

Here are some great player guides to the UG trial:

***Paragon Wiki's visual guide with map details: http://paragonwiki.com/wiki/Visual_G...erground_Trial (including a detailed map showing bomb locations and a screen shot of a bomb)
***Link to detail of bomb section of map from Paragon Wiki: http://paragonwiki.com/wiki/File:Map_UG_5.png
***Voodoo Girl’s guide (updated): http://boards.cityofheroes.com/showthread.php?p=3848603
***Soul Storm’s guide (with map): http://coh103.gtm.cityofheroes.com/s...d.php?t=271705
***TsumijuZero's original map (scroll down to see map with bombs marked by Zombie Man)
http://boards.cityofheroes.com/showthread.php?t=268502
*** Link to the map as marked by Zombie Man (on Photobucket): http://i50.photobucket.com/albums/f3...p/1f09e1c3.jpg