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***** Themed Challenges & Hall of Fame ***** "Survive The Gordian Hour" is live!


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#9026
Marksmad is waving goodbye

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I wanted the challenges to be more difficult than usual and to promote teamwork. Just not so difficult that we don't have any fun anymore.

 

Speaking as someone who has just started attempting some of the themed challenges, I see these as really well thought out and yet, for me, pretty much impossible. We aren't all cut from the same grade of material. Yes, "git gud" is a valid response, but the amount of git gud required is, frankly, rather daunting.

 

In the spirit of a constructive suggestion, one could specify grades of completion for the challenges. Like an A for full completion, B for using a gel, something like that? The serious players would still all shoot for the A and some of the rest of us would still be able to mark them as completed on some level.



#9027
Smehur

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Yeah, there's something like that already in the original weekly challenges where there are two difficulties for both gold and platinum, the easier one typically allowing a better weapon or having fewer restrictions. Think about it, Xelander. It would certainly help cover a wider range of both skills and preferences.

 

I haven't tried any of the new challenges yet, and although I like them on paper - especially the missile, medigel and ammo type restrictions - I can also see how they could easily bring more frustration than fun to the game. Needs testing! :)



#9028
Marksmad is waving goodbye

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Yeah, there's something like that already in the original weekly challenges where there are two difficulties for both gold and platinum, the easier one typically allowing a better weapon or having fewer restrictions.

As you know as well as anyone, I need there to be about 15 difficulties so I can pick the lowest :D


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#9029
frank_is_crank

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At first I felt the same. But I like the idea to be dependent on your team mate(s).

Some of the duo submissions look to me just like two good players soloing the same enemy/faction at the same time, only meeting each other for objectives. Which is okay, we have impressive stuff there - I only want to express my liking for the more team dependent focus here.

 

As for the difficulty I think there are enough easy challenges to start with (e.g. Neufchatel) and enough similar hard challenges (e.g. Outlier). I won't be able to finish the recent challenge either, but if I want to submit a challenge achievement at all costs, I can search for something that meets my skills.


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#9030
TheNightSlasher

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Friday, Saturday, Sunday. If Clusum is online, too, we might even get you to Geth Master race ;).

I'll be away this weekend. May be later.



#9031
ex-Clusum

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Tier 4 Insanity

24:44 - ex-Clusum (353 185 pts)

 

 

fite me series 1 insanity duos, i want to ascend again

 

 

u2

 

And anyone else who wants to complete every single duo from series 1 on plat


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#9032
Smehur

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As for the difficulty I think there are enough easy challenges to start with (e.g. Neufchatel) and enough similar hard challenges (e.g. Outlier). I won't be able to finish the recent challenge either, but if I want to submit a challenge achievement at all costs, I can search for something that meets my skills.

 

True as that is, more options can't hurt. Introducing another level of difficulty to the existing challenges instead of outright changing the requirements works for veterans and newcomers both.

 

But I wholeheartedly agree with you on the matter of cooperation in duos (and might be even trios with the current setup).



#9033
AW_FC_1986

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Week 1 I. Banzai Biotics (Hardcore)

 

Week%201%20ingame_zpssjsmzawo.jpg

 

Week%201_zps2k0uziug.jpg

 

29:04 - AW_FC_1986 (275 371pts)

 

Pizza -> Targets -> Escort

 

Geth Scanner is a crutch. Needs more weapon damage :devil:


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#9034
Marksmad is waving goodbye

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Week 1 I. Banzai Biotics (Hardcore)

 

...

Liked especially for that killfeed. Damn Swarmers deserve the missile treatment!



#9035
TheNightSlasher

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I want to see.

 

Had a poor W8 fail with nearly exact the same setup on a quick first attempt.

Unfortunately, I can't upload during this weekend. If someone else doesn't upload it by next week, I'll upload it.


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#9036
TheNightSlasher

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For the duos and trios, I'd have the requirements as it is for now. If a few people give proper attempts and still find it a hindrance, then changes can be made.

 

There were so many challenges across the solo and duo threads that many (including me) weren't a fan of. But after attempting it, there were no complaints from most players. Some went through changes, but only after several people attempted it and couldn't get it done.

 

The new duo/trio is a bit challenging but it's totally doable. Instead of completely dropping the no-gel rule, it could be modified to 'no-gel on non-objective waves'. Just a suggestion.


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#9037
ex-Clusum

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At first I felt the same. But I like the idea to be dependent on your team mate(s).

Some of the duo submissions look to me just like two good players soloing the same enemy/faction at the same time, only meeting each other for objectives. Which is okay, we have impressive stuff there - I only want to express my liking for the more team dependent focus here.

Sticking together limits spawn control which introduces more fun ways to wipe.

 

I would not say that tailing each other is any more of a teamplay than what you see in those vids which is actually harder to organize to begin with.



#9038
Prestacious

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Kaxas and I tried the duo. It was alright, other than the fact that

 

A. I couldn't hit a beachball will my rusty aim and

B. kaxas' controller wasn't working so he couldn't tap A if went down. I had to revive him in like 0.3 seconds flat or bail. lol

 

The overall time was much slower than your typical "speed run duo" with these new reqs but that's to be expected too. The issue is that we instinctively separated to kill things more quickly and then would have to race across the map to revive. The only way to remedy that is to stick together or git gud and just go flawless. lol

 

I do like the idea of no gels on objective waves as well. For those waves we typically gather closer together, so this would add another dimension to the teamplay required for those waves.

 

Edit: Quick HoF update as well!

 

- ex-Clusum sets the new record at a blistering sub-25 for Tier 4 Insanity

- AW_FC and Nightslasher draw first blood with  Banzai Biotics in the new series!

- HamleticTortoise and Emexxia show off some deadly precision in their Servant of The People Duo


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#9039
AW_FC_1986

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N2 I Lair of the Shadowbrocker (Hardcore)

 

N2%20I_zpsesoxl3et.jpg

 

23:10 - AW_FC_1986 (291 460pts)

 

Pizza -> Targets -> Targets

 

Main goal was to achieve 10WS. Got confronted by two Phantoms from behind at the end of wave 8.

 

Later attempts (5-6) were  failures. RNG´s special weekend offer: devices on waves 3,6 or 10. Hey, and if you buy devices on wave 3, you get devices on wave 6 for free, too.

 

No, thank you. <_<


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#9040
Salarian Jesus

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Kaxas and I tried the duo. It was alright, other than the fact that

 

A. I couldn't hit a beachball will my rusty aim and

B. kaxas' controller wasn't working so he couldn't tap A if went down. I had to revive him in like 0.3 seconds flat or bail. lol

 

The overall time was much slower than your typical "speed run duo" with these new reqs but that's to be expected too. The issue is that we instinctively separated to kill things more quickly and then would have to race across the map to revive. The only way to remedy that is to stick together or git gud and just go flawless. lol

 

I do like the idea of no gels on objective waves as well. For those waves we typically gather closer together, so this would add another dimension to the teamplay required for those waves.

 

Edit: Quick HoF update as well!

 

- ex-Clusum sets the new record at a blistering sub-25 for Tier 4 Insanity

- AW_FC and Nightslasher draw first blood with  Banzai Biotics in the new series!

- HamleticTortoise and Emexxia show off some deadly precision in their Servant of The People Duo

I could (have) tap(ped) A, the controller just kept randomly disconnecting (so in the end, I couldn't). Plus I couldn't really move backwards thanks to the faulty stick. ;)


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#9041
Prestacious

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I could (have) tap(ped) A, the controller just kept randomly disconnecting (so in the end, I couldn't). Plus I couldn't really move backwards thanks to the faulty stick. ;)

 

I couldn't hear anything you were saying thanks to eggsbox 360's medieval ages party chat. It's amazing how much better than XBone is. :)


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#9042
capn233

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Unfortunately, I can't upload during this weekend. If someone else doesn't upload it by next week, I'll upload it.

 

I would like to see it regardless since I rarely was able to get good spawns where I expected.



#9043
capn233

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Bonzai Biotics (Hardcore)

 

37:58 - capn233 (294 093pts) [v]

 

Devices, Hack, Targets.

 

I stole TNS's build but ran Survivor because it seemed like the PRS gear wasn't all that helpful to me.  Must be too slow on RC'ing the Claymore to make use of the .32s.


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#9044
HamleticTortoise

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True as that is, more options can't hurt. Introducing another level of difficulty to the existing challenges instead of outright changing the requirements works for veterans and newcomers both.

 

But I wholeheartedly agree with you on the matter of cooperation in duos (and might be even trios with the current setup).

 

If I can add my two cents to this discussion, I am not sure that imposing restrictions in an attempt to create a certain playstyle is the way to go. I enjoy playing duos as a team exercise, I tend to stick to my teammate and we try to play the match as a unit. If others have more fun by splitting the map in half, controlling spawns, and only coming together for objectives, more power to them ;) this game gets his longevity from the variety in playstyles it affords IMO.

 

As for the no-medigel rule, I foresee a lot of failures in my future because of rage-gelling :P without having tried the challenge yet, it does seem like a harsh restriction. The best solution obviously would be to finally get good at the game. Failing that, I thought that maybe the rule could be altered a bit, by allowing the team leader - if he/she so chose - to use gel, under the condition he/she equips the medigel transmitter in the gear slot. This would be a tactical option available to (scrub) teams that like to stick together, or that would prefer the safety blanket provided by medigel; it would also provide an incentive for going after revives, all the while attempting to preserve the ME2 flavour the challenges want to evoke (didn't Shepard have to expend medigel to revive his temmates after all?). It also places a trade-off on teams who decide to go this way, in that one player has to pretty much forgo the useful gear slot in order to be able to gel... and this option still only grants six of them.

 

I do look forward to hear the tales from the trenches from people who attempt the team challenges, I am curious as to how much impact the no-medigel will have. :)


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#9045
Smehur

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So AW_FC and I tried The Code Wills It on gold twice this afternoon and didn't make it past wave 8. First time we got killed together by a Centurion grenade, second time we were rushed by phantoms. Ok, that second game was odd because my PC had some performance issues, possibly due to the tropical heat wave we're having here, but still. My impression is that the intentions behind the medigel restriction are kinda conflicted. To revive each other, the duo needs to stay close, but that opens them for simultaneous deaths, especially since CM IVs aren't allowed. Think atlas rocket, bomber or scion grenades, ravager shots, anything with area damage. Also reviving on later waves is... well, more often than not it will mean dying in the process, which at best results in a revive fest, and at worst, in game over. The idea that it's 10 WS or nothing comes to mind real quick, and 10 WS is the most luck-dependent requirement there is. Which is bound to lead to frustration.

 

I'm not necessarily saying any of this is bad, mind you. I'd need many more failed attempts before admitting it's too hard to be fun. Just my thoughts after the first encounter.


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#9046
xelander

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Meh, after 2 weeks of not playing ME due to RL issues, I feel ... rusty.

 

Fight for the Lost Solo Hardcore

 

Banzai Biotics

42:56 - x3lander (253102 pts)    Targets|Pizza|Escort

 

I played quite awful the first few waves and as a result had no ops packs from w6 onward. Plus, I'm not satisfied with my build. I'll be revisiting this.

 

As for the gel issue, I'm listening to the feedback. Let's see what happens over the weekend (I will have finally some more time to play on Sunday) and we can discuss the best way to keep it both fun and challenging.


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#9047
xelander

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Fight for the Lost Duo Hardcore

 

Week 1. The Code Wills it!

25:09 - x3lander | AW_FC_1986    Escort|Escort|Pizza

 

After reading about all the problems I decided to play it safe and took CM 3 and Survivors gear (My Engie build is 56645). Didn't have that much problems, I think we each died once or so. More difficult was getting the assists, AW_FC got his at wave 10. I derped on the spawn nuking on wave 8 and 9, but whatever. Had 2 nukes for wave 10, one was used to assist AW_FC for the second pizza and one for the cleanup. I'll try the Insanity version on Sunday and hopefully the trio.


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#9048
AW_FC_1986

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^Solution to the medi gel issue: L2P :P.

 

Okay, sorry, that was mean. :ph34r:


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#9049
AW_FC_1986

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Season 2 Week 7: Brimstone´s Biotic God (Insanity)

 

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46:09 - AW_FC_1986 (358 722 pts)

 

Hack -> Hack -> Hack

 

Build


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#9050
AW_FC_1986

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Season 2 Week 18: Mordus Revolutions (Insanity)

 

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54:13 - AW_FC_1986 (350 363pts)

 

Devices (4:30 min to complete) -> Devices (~3:20 min to complete) -> Targets

 

In your face RNG. Your devices death guard can´t stop me. :angry:

 

Build


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