Force Sensitive Archive
Thread: Melee Acc Quest, it's not funny anymore
Page 2 of 2
DrKomodo
Tue Jan 25, 2005 5:29 am
#14
You guys ever have some a$$hole drag 8 thugs on you? First time they spawned on my group of 3(we killed them fine 1 or 2 at a time) they decided to spawn on my face and I died instantly from several 1.5kdmg attacks. Another friend died in 2 hits, one was 2.5kdmg the other was 2k...and finally my other friend was hit from 80 meters away with several 1kdmg attacks....
Second time me and a friend were doing one or two at a time. Then some f*ck decided he would go straight through them, then turn around and drag them on top of us...
Now I just need to find out "delta" and I can try again....
Sirisandir
Tue Jan 25, 2005 6:03 am
#15
Are you freakin serious? I've done this quest twice with only me and another person...
Good thing to do though: use your pet to lure the thugs away 1 at a time, so they only agro you 1 at a time...
once 5 thugs get killed just wait for the rest of the ones to despawn....then go inside and capture commander when the thugs respawn then despawn again...
Griokl
Tue Jan 25, 2005 6:12 am
#16
Everyone should heed RoninC3's advice. This is how myguild ended up finishing the mision.
The only realdifference was that we had enough ppl to distract the sith spawns on the way back to the village and my partner and I just kept the pace up even if they spawned near us I would pop each of them once and run off trying not to die then the others took over
The first few times we took the fight to the sith killing the spawn by pulling one or two but by the time we did this the sith respawned and it was back to #1.
When I think about it the final time we did it and had some experience we all knew what we had to do. I dropped the sheilds and just ran into the spawn for a clone transport. The commandar immediately spawned. (Neither of you need to kill 5 sith defenders if you die. Just get yourself killed then a clone or rez and carry on.)
I got back when the sith were about to de-spawn and the capturer ran into the base and blew up everything he could ab nabbed the commander. The restof the guild provoked the sith untill we had an opening and just bolted out of there. Once you have the Commander it is quite easy appart from the timer and the angry loocals -Make sure everyone Mask Scents's if they have it-
I am planning to try it withone otherfreind and see how well we can do it. I have a feeling that the mission itself is not so hard, its more the tactic used. We are hoping to get it on the first try and simply fly trough it.
WayneInAustin
Tue Jan 25, 2005 8:00 am
#17
The various guides on this forum are all you need. I read several guides, made a note of all the key points, and did the quest successfully three out of three times. I'm not bragging... Nothing I did in those three was original on my part. I'm just saying that the help is all here, but it doesnt do you any good if you dont take advantage of it.
Here is the way I recommend with THREE people:
SG ... Shield Guy... takes down the shield and dies
CG ... Capture Guy... runs in and captures the commander
BG ... Body Guard... protects the CG after the capture on the way back to the Village.
KEY POINTS:
-- Only the two people getting the reward should group. Everyone else is an independent (or in their own group).
-- The Body Guard does NOT HELP AT ALL in capturing the commander. He is there ONLY for later protection.
-- Watch your overhead map... especially the SG (shield guy) after dropping shields
-- CG has to have good combat ability to take out the GATES inside as fast as possible
-- CG should NOT burst run until AFTER the capture
-- All parties shouldbe buffed and armored.
1. Before dropping shields, take out the two turrets
2. SG and CG approach the front gate as close as possible (approx 45m) with shields up
3. SG Lowers the shields and yells at the CG to "Go!"
4. SG looks on overhead map and sees which way the Sith are running from and goes RIGHT AT THEM
His job is to aggro them whilethe CG gets inside, then his job is to DIE.
5. While SG is aggroing the Sith, CG takes out gates and inner turret and runs into commander's tent
6. SG dies outside, causing commander to spawn inside
7. CG captures commander.
8. CG Runs out
At this point there are two options. The CG can wait for the sith to despawn and run like hell, or.. believe it or not... can run out and burst run RIGHT THROUGH THEM and dont stop for anything. They will follow you and beat on you, but eventually give up!
9. Body Guard (BG) joins up with CG and commander and kills anything that bothers them.
I saw three groups do this and it worked everytime, including the one time I was the Shield Guy.
You WILL get messages about failing the mission, but IGNORE THEM.... we got the branch unlocked AND the two crystals.
Hope this helps someone.
Ilias_Lightstar
Tue Jan 25, 2005 8:36 am
#18
I completed the mission after 5 tries with an excellent group of 3 people (one of them was a guildie and the deactivator as well). The incident that the thread starter mentioned did happen to me once and it IS really discouraging but it ahouldnt make you give up. And besides, you learn from these kinds of mistakes.
Note that my fifth and succesful try, was one of my best moments in Star Wars Galaxies. I loved the teamwork and how my friends protected me from the sith while we were heading to the village. I wish there were more missions like this
Because a succesful result in this mission, makes you feel good about yourself and happy beyond belief
Note that my fifth and succesful try, was one of my best moments in Star Wars Galaxies. I loved the teamwork and how my friends protected me from the sith while we were heading to the village. I wish there were more missions like this
Because a succesful result in this mission, makes you feel good about yourself and happy beyond belief
xxCoolOutxx
Tue Jan 25, 2005 10:22 am
#19
Lysheny wrote:
I just noticed that 12.1 will go live today and I bet that means we'll be in phase 4 after it. Oh well, guess I'll forget about Melee Acc and do some sense tree .. Luck or Persuation(sp?).. *rubs neck*
Phase 4 is scheduled to go live feb 4 or 5 so you still have a little bit of time left
tcatchev
Tue Jan 25, 2005 11:14 am
#20
Quick question about strategy here...
You kill the initial two turrets in the front with ranged weapons. No problem. But instead of staying at the front of the base to drop the shields, you goto the back of the base. You pull out your pets and/or droids and then proceed to drop the shields and while running away you now send them in to take out the BACK gate first. Next, you have them take out the third turret inside the base and then finally have them take out the FRONT gate.
Thereby, avoiding any agro'ing of the siths that spawn towards the front and to the left or right.
Does this seem logical to anyone else?
BUT!
True or False: Do the sith detect you with mask scent on? I heard that they don't...
Does the lowering of the shields really depend on your shield guy's location (i.e. front of base)?
Does the front gate need to be taken out first before the back gate?
What about the antenna?
You kill the initial two turrets in the front with ranged weapons. No problem. But instead of staying at the front of the base to drop the shields, you goto the back of the base. You pull out your pets and/or droids and then proceed to drop the shields and while running away you now send them in to take out the BACK gate first. Next, you have them take out the third turret inside the base and then finally have them take out the FRONT gate.
Thereby, avoiding any agro'ing of the siths that spawn towards the front and to the left or right.
Does this seem logical to anyone else?
BUT!
True or False: Do the sith detect you with mask scent on? I heard that they don't...
Does the lowering of the shields really depend on your shield guy's location (i.e. front of base)?
Does the front gate need to be taken out first before the back gate?
What about the antenna?
Gawzeera
Tue Jan 25, 2005 11:25 am
#21
you can only take out the front gate after taking the shield down. the back gate is inside the base and in order to get to it the front gate must be down.
best way to do this as far as i'm concerned is use a rifleman or 2.
rifles take out the turrets from a distance.
shield guy takes out the shield then head to a safe distance.when he's clear the rifles take out the front gate, this is when the thugs spawn.
everybody peace and get the hell outta there, then regroup. 1 rifleman goes and pulls a sitha special that causes ableed. he then pulls that sithto where the rest of the group is(very important that the rest of the group be far enough awaythat they dont attract the attention of the other thugs) take thethugs out 1 at a time.
its super difficult to even try and take all the thugs on at the same time, simply because of the amount of damage they deal.
Milgram
Wed Jan 26, 2005 12:18 am
#23
I just soloed it tonight. Fight one Thug at a time, and wait for the sith to despawn before doing anything base related (like going in or out or taking out the turrets and gate). If you are having trouble with a single sith, you need to find some stronger friends. If you are trying to take on all the sith at once, you deserve everything you get.
Renaxus
Wed Jan 26, 2005 3:09 am
#24
A friend, and I did it in 25 minutes. Fifteen or so for the mission, and ten for the walk back to the village. You just need to focus on one pool, keep it intimidated at all times, and if possible apply dots to the focus'ed pool.
Jack_Calman
Wed Jan 26, 2005 4:31 am
#25
This is best quest there is.Itschallenging, done it with my friend both TKM also my skill FD helped a lot. Not like others hitonce at enemy and its done...
First time I failed cause thought it was easy then thinked little and I did it, It fellt good afterwards like, u really earn that mind crystal.
TuskenJedi
Wed Jan 26, 2005 10:35 am
#26
I got through it with the shield dropper luring the thugs away and then dying to spawn the commander. As soon as they despawned, I was leading the commander out the front gate for a l-o-n-g 9.2k walk.
Sacrificing (and cycling) our pets to the Sith ambushes while we trudged onwardis what saved our mission against the commander's poisoning. My partner's great plains hunter held them off at near perfect timing. My rhoa kwi guardians were a bit tougher and died a bit slowerwhich had me worrying at times if I'd be able to pull the next one out before the next ambush. It all worked out though; we beat the poison at a 9.2k run.
Page 2 of 2