Force Sensitive Archive

Thread: So Unfair

Leyf06
Tue Aug 02, 2005 1:40 pm
#14






Kaylais wrote:
This seems to happen for alot of people. There is a 58 min timer, but many have reported that he kills himself before this timer runs out, and just as you reach the village.

One of many many bugs for this quest. All we can do is pray that the Devs are in a good humour and decide to fix them.





We had the closest base on the first try. Commander died in 43 minutes exactly from the moment we captured him. Second try we easily got it done by walking along the bottom of the canyons.




______________________________________


"so uncivilized"

Leyf Achillison | Elder Jedi
Sashei Achillison | Trader, Munitions
Krepaco Achillison | Commando

Vendors: 4263, 2207 Talus

MasterGiMMLi
Tue Aug 02, 2005 2:21 pm
#15

I did this mission and got it on the second try with only 2 ppl helping. The first time we were at a base out by the science outpost. Absolutely impossibla to complete. The second time we tried for a closer base and got the remote for MU. 1 lowered the shields as the other 2 of us began our assault on the base. Dispatching the two main turrets was done with ease using pets as decoys. The gate was crashed and the third turret destroyed using the same method.


Now this is where some seem to have a problem. I've seen many people stand outside and keep attacking the sith while some go to retrieve the commander. Wrong way to go if you have a small team! If your whole team enters the base the sith will quit spawning leaving you to deal with the sith (the ones outside the gate as you enter). Have your strongest person assault the final gate as your other two members, hopefully they can heal, deal with the sith. Capture the commander and walk him back. The two members not escorting should assault anything that aggroes the escorter.


Note: The commander walks faster then you. Don't be afraid to run ahead about 30m then let him catch up. While it won't drop your walkback time considerably, every second counts!


Overall, walk back,time from Mu was about 35 minutes. Give or take a couple minutes. That includes negotiating hilly terrain, I didn't settle for the follow valley route. I walked a straight line back to the village.



Hope this helps some of you having trouble.



Camping Radiant since month 2

D'Sidius GiMMLi - LvL 90 Dark Jedi
Kelbeross Lightbringer - LvL 90 Medic

Zanholo
Tue Aug 02, 2005 2:57 pm
#16

You can take out all 3 turrets before dropping the shields, though keep an eye out for other groups coming along who might drop the shields before you, making that commander spawn theirs.



(((Oishii Sou'Na))) - Scylla, Silver Bay, Naboo, SS Ace
(((LAkers Pwn))) - Tempest, CorSec Master Pilot
Furnishings, city items, art, p-ups, best repair tools & more!
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Novak2k3
Tue Aug 02, 2005 3:10 pm
#17

thx for the tips i'll try again later tonight.

It is frustrating and not helping my blood pressure any, failed first 3 times at closest base (server going down, poison, comm not at base)


I play with alt Mdoc so what i did was left him outside of base as a sith lookout, while my BH checked on comm inside. Eventually the sith will despawn for a short time, this is when i'll contact and lead the comm out. The prob i have is the 1hr timer but i'll try the suggestion of leader not attacking sith, so i'll have doc keep moving the comm while i try to take care of mobs.


Is there a way to map auto-walk besides doing numlock and shift-W??


I buffed the comm up but not sure if this helps any. would've been nice if poison resist worked
Zanholo
Tue Aug 02, 2005 4:01 pm
#18

There's an option somewhere in the options menu to default to auto run. Uncheck that box and numlock with result in quto walk.



(((Oishii Sou'Na))) - Scylla, Silver Bay, Naboo, SS Ace
(((LAkers Pwn))) - Tempest, CorSec Master Pilot
Furnishings, city items, art, p-ups, best repair tools & more!
Lakers Pro Shop & City Tent, S. Coronet, -410/-5480Interior Visions, S. Theed, -5275/3355
(((Goki Buri))) - Chilastra, South Coronet, Havoc 2/2/1/1
Zanholo
Wed Aug 03, 2005 12:30 am
#19

I could be wrong, but I believe the timer starts when the commander first spawns.


Another thing I was told that makes sense is that when you are escorting him back and get sith attacks, have the people fighting the sith make those sith point away from the commander. The sith ae so theoretically if they are facing the commander, he will take damage and die quicker. Naturally, the person leading the commander should never stop to fight, but just keep moving at all times.


We had the commander die once 52m from the village after he warped back to the base from over 1km away. Oh what good times...



(((Oishii Sou'Na))) - Scylla, Silver Bay, Naboo, SS Ace
(((LAkers Pwn))) - Tempest, CorSec Master Pilot
Furnishings, city items, art, p-ups, best repair tools & more!
Lakers Pro Shop & City Tent, S. Coronet, -410/-5480Interior Visions, S. Theed, -5275/3355
(((Goki Buri))) - Chilastra, South Coronet, Havoc 2/2/1/1
dlc3007
Wed Aug 03, 2005 12:39 am
#20






Rales wrote:

Too F'ing Bad! Its jedi not the girl scouts! Deal with it.




QFE



Imperial Col. Croda L'to

Jedi kiss their sisters -- repeatedly.



Zombie_Arsani wrote: Quiet jedi, grownups are talking.
Cyrahn
Wed Aug 03, 2005 12:52 am
#21

I believe if the person escorting the Commander attacks any of the Sith after being captured, the Commander will drink the poison and the 1 hour timer will start. Have your groupmates do the killing, you do the walking.


Using this method, I made a 5500 meter walk from the base to the village and completed the quest just fine. The hardest part was avoiding the tougher mobs on the planet. But with a smart enough group, it's very doable from ANY base. It just takes a lot of patience.
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