Force Sensitive Archive
Thread: Focus Thread: Phase 3 Combat Quest
I had no problems besides that.....he should walk better or something..and have better Terrain Negotiation ![]()
Just completed from WP -295, -6021 ...(thats eta base on wanderhome currently)
Two people, one melee (guarding against spawning sith), one ranged (leading captain)
Sit and watch the front of the camp (from inside the camp) before talking to the captain, the second the sith start despawning for fresh ones to come, talk to the captain and gtfo fast. do not stop.
Walk a straight line directly to the village. Do not let the captain stop moving towards the goaleven for a fraction of a second.
If you do it exactly like us, he WILL suicide at the main gates to the village. So start typing /tar Captain before u get there, and get ready to book it. The second the suicide play starts, hit burst run and B-Line for the captain, if you make it before the failed mission message comes up, it will complete for you.
Good luck.
Just letting people know that base is viable incase the others are camped too heavily ![]()
I know this is a buggy quest but ti is still possible.
The turrets dont seem to be a problem if you can get a MJD to take the hits for you well you get some heavy hitters, master rifleman/swordsman to hit the turrets.
As for the commander and his annoyance of not taking the hills, he will. It's almost a line of sight error, if you go over an edge and he cant see you he will stop and run away. Try to take the valleys and hills on a slow angle and keep him at 10m all the time, he will eventually get over the edge and slowly follow you. once he gets over the edge, try to zig zag your way down and up hills as he is not looking straight down and rather to the side and can follow youbetter. Another tip try to look for valleys with in thelarger canyons you could call em, they tend to have valleys that slowly bring you back up to the top rather than dealing with the steep crazy climbs.It will slow you down as i found out taking him back from the third closest base and he dropped dead 80m from the finish line.
To pick up time you can take quick bursts of speed, he is able to catch up, i keep him at 10m and burst to about 30m and he slowly gets back to 10m. Any further than 50m and he will go *poof!* and you'll fail.
As far as time is concerned, on chilastra's closest base which is beta at the moment, i was able to get him back with in 25mins, meaning the poison was no problem at all. I was able to complete this with two people, me a master rifleman/ master carbineer and my mate who is a MJD.
Expo Holden<WE>
Disappointment wrote:
I was with Vegitaa for three spawns of the Iota camp on Ahazi...
First time, didn't get it, no biggy... we were the newest there.
2nd time, didn't get it again, only other older group was Vegitaa's.
3rd time, Vegitaa's group got it, only for it to be bugged and won't spawn a commander... or Sith...
And we aren't taking any damage from any of the mobs around there..
First off... Huron and Symbolite have the patience of Job in my opinion. Those guys have been trying to do this now for 3 days.
The major issue here is that first off only 3 bases are viable due to the Commanders speed so there's groups of players just converging on these bases at all times. Then when the turrets spawn everyone hits their Radio as fast as the can. Obviously causing the groups that didn't get it to feel frustrated and upset.
The turrets can be dealt with, they're bugged and nasty as heck, but can be overcome. As Huron said, our group got the shields down, took out the turrets and the gates yet no Sith spawned and no Commander spawned. I stood inside the base for another 20-30 minutes while trying to open a CS ticket and fill out /bug reports.
Personally, I've decided to bag this mission. Luckily I have two other options to finish my FS grind (I have an open line of sensesor I could just wait and do Phase 4 Combat Quest) either way the biggest problem I see is that it's causing a lot of anomosity between the groups tat are waiting.Who wants to sit there waiting for 6 hours just to end up with a bugged mission? Truthfully my finger hovered over the "cancel" button for the first time in 2 years.
I do not understand why Phase 3 has been up for at least a week on some servers and not one Red-Name has felt the need to post a single message on this. Are you guys even considering a hotfix? Should we "hang in there" or just forget about this mission till the next time it comes around? I don't want to Dev bash or complain too much, but this is a pretty big issue for a lot of players. I'm also not asking for a free ride here. Hotfix the turrets and the commanders pace and this would be a done issue. Also why not decrease the spawn time from 2 hours to 1 hour at least.
Help us Thunderheart, Tiggs, Blixtev, or any Dev that can... you're our only hope.
Wishful thinking....
July 21 Hotfix
- Sith Base turrets range decreased to 75m and will no longer shoot through terrain.
- Sith Commanders walking speed has been increased. (thus making all bases possible)
- Melee Accuracy base spawn has been increased from every 2 hours to every 45 minutes.
I sure would be nice to see something like that *sigh*
(c'mon Devs, do something)
Anyway, what kind of a system would they bring in then if the delete the Aurilian one?
Baciacca wrote:
Hey everyone, it has been brought to my attention that everyone is having problems with this quest for some of the following reasons. Please add any more reasons you can think of or discuss ones that I have listed here. Thanks.
1. Commander walks slow and won't go up hills. Making any base besides the 3 closest impossible.
Let us offer the command a ride in a multi-player vehicle.
2. Turrets are doing 300damage a sec from up to 1000-4000m away. You engage a turret, get smacked and try to run... you get hit over 1000m away then when you die and clone... you still get hit from turret all the way at the outpost through hills and walls etc....
There is a work-around for this. My friend and I had a Jedi with us. He would Force run in, hit the turret hard, and Force run out (like doing strafing runs on the vette). However, I cannot imagine doing this alone.
3. 2 hour wait inbetween bases (group1 does mission, you wait 2 hours, group 3 steals your commander... wait 2 hours...)
This wouldn't be so bad if people it were feasible to use all the bases. However, I can't possibly fathom walking this guy back 10,000 meters. It took two friends and me 3 hours to escort this guy back 4,800 meters. Again, let us offer the command a ride in a multi-player vehicle.