Pilot Archive
Thread: Focus thead: bugs within specific missions.
Thanks!
~S
The Hutt ships and the Clan ships warp in at the same time at the waypoint and then just huddle together in clumps instead of aggroing each other as one would assume they should.
Theres a couple techniques to getting the ball rolling with them, but they seem more like work arounds then the way the mission should actually work. If you can't get them to aggro, it's basically just you against a pretty large force of clan ships.
1st_Viduus wrote:
(curious)
Why didn't this thread get stickied...?
(If you aren't Canadian, or haven't been, you won't get that... but I understand you have StarBucks or something...)
It started out OK, but after the shuttle hypers the second time, I'm now WP-less.
- Final part of mission spawns Tier 5 pirates
Dantoine - Tier 3 Mission 3
- First combat portion starts within 1500m of Tier 4/5 spawns of same faction. They have a tendency to "join in" on this Tier 3 mission. (Spawn point verified 2 days in a row)
Radiant Server
Vortex Squadron
(Starts on Naboo)
***Commentary***
It seems that many people have found the "Vortex"/Dantoine missions to be of a greater difficulty than other Tier 3 tracks. As a matter of fact, two of my friends are already in Tier 4 missions, and had a bit of trouble in the beginning fighting Tier 4 enemies. Because of my extensive experience dying against Tier4/5 enemies doing my Tier 3 missions I was able to help them greatly accomplish their Tier 4 missions with a minimum of difficulty. I can cut through Tier 3 enemies like a hot knife through butter, but when jumped (in the middle of already being jumped by 4 or so Tier 3s specifically spawned by my mission) by a whole spawn's worth of Tier 4/5s?It's just a little tough to deal with.
I offer this idea, have one of the Dev/QA Team come and copy some of the characters and their ships that are finding these missions terribly difficult (or even, god forbid) go into them with only Tier 2 equipment and see how long they last. compared to the other mission tracks. I'm sure much of the drudgery can be alleviated by the fact that they can instantly teleport themselves to/from the trainers (Who happen to be 8-9k away from the spaceport). Haveseveral peoplefrom QA run each "Track" of each faction (doesn't have to be simultaneus, and not using top of the line "dev crafted" components. Just normal common loot) and let them pool their data to see where "gates" are, and how fast their progression went on each "track". If they run into one of our situations (IE tier 5 spawns on a tier 3 mission or waypoints within agro distance of tier 4/5 enemies on a Tier 3 mission) they should be like us and try it several times (noting the amount of time wasted and their frustration levels). And then pass this along to the Dev Team for 'tweaking' so that maybe this situation can finally be put to rest.