So I was pleasantly surprised to see that the final tutorial mission doesn't dump you out in some god-forsaken backwater any more. It was nice to see Millennium City for the first time. Its very pleasing to the eyes.
However, I couldn't for the life of me get a team going. At one point I was paired up with someone (thanks btw for showing me the powerhouse), but he logged out before we could really get going.
I discovered the "Social" panel but I couldn't quite figure out what the Search and Team tabs were trying to tell me.
Saw some guy in Zone chat scolding COH players for daring to do Alerts without passives or whatever. Nice! But ppl were answer some of the game play questions I threw out there, so that was cool.
I spent several minutes jumping around and looking at zone chat, seeing all the WTS and WTB messages, before finally getting bored and logging off.
On behalf of the community, I'd like to apologize for the scolder. Some people are really fixated on the idea of BadWrongFun(tm), and want to prevent others from having it.
It can keep an Alert from succeeding if there are too many sub-lvl-10 characters involved - but one or two sixes isn't a recipe for guaranteed disaster, and besides, if you succeed in a Smash Alert, you won't be lvl 6 for long...
You probably won't find that many teaming for the intro missions, mostly because they can be done solo, and a lot of the more experienced players are just trying to rush through so they can go do Canada or the Desert (which now require you to be lvl 15 first). However, there shouldn't be much of a problem getting a team for, say, Purple Reign (taking down Kevin Poe), or Brains Behind the Breakout (stopping Zoe Loft, leader of the Maniacs).
"Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"
I discovered the "Social" panel but I couldn't quite figure out what the Search and Team tabs were trying to tell me.
Nah, that **** is useless.
Just do some missions, follow the story (it's pretty good early on) until you get a feel for the game (totally get a passive if it's your first playthrough, seriously), and maybe join an SG or two (yeah, we roll like that). Zone is, generally, ****. Not quite as bad as other games, but still pretty ****.
We've started a CoX transplants SG, the name of which I currently can't remember (seriously, somebody help me out here) filled with some knowledgeable CO vets who were also CoX transplants from a long long ago time, and all are invited!!
As for teaming, most of the PvE game is very easy and getting a team takes longer than running through it, and since combat is so active, there's less typing going on in missions anyway. Best way is to play it through until you're comfy and enjoy it at your own pace, discover the wonders of CO for itself rather than trying to match it up against something else (cuz you can't, really), run some of the group lairs (those are easy to get teams for) and maybe jump in an alert or 2 once you're like level 15 or so (really not that long, maybe a couple hours) and have a better feel.
We've started a CoX transplants SG, the name of which I currently can't remember (seriously, somebody help me out here)...
Paragon Alliance. You're welcome.
"Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"
Little tip for early teaming:
Just keep an eye out for people who seem to be doing the same mission arc, talking to the same contacts, as you are. Speak to them directly rather than through Zone. You will often find people willing to team, at least for a few missions.
hope this helps.
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'Wen considered the nature of time and understood that the universe is, instant by instant, recreated anew. Therefore, he understood, there is in truth no past, only a memory of the past. Blink your eyes, and the world you see next did not exist when you closed them. Therefore, he said, the only appropriate state of the mind is surprise. The only appropriate state of the heart is joy. The sky you see now, you have never seen before. The perfect moment is now. Be glad of it.' Terry Pratchet The Thief Of Time
It can keep an Alert from succeeding if there are too many sub-lvl-10 characters involved - but one or two sixes isn't a recipe for guaranteed disaster, and besides, if you succeed in a Smash Alert, you won't be lvl 6 for long...
You probably won't find that many teaming for the intro missions, mostly because they can be done solo, and a lot of the more experienced players are just trying to rush through so they can go do Canada or the Desert (which now require you to be lvl 15 first). However, there shouldn't be much of a problem getting a team for, say, Purple Reign (taking down Kevin Poe), or Brains Behind the Breakout (stopping Zoe Loft, leader of the Maniacs).
Yep. This is most likely the things the scolding person in Zone was ranting about. Also, Zone is full of stupid talk, whining about stuff, rage-quitting talk, random stuff being sold, and Grond jokes. Don't let it get to you, I'd ignore most of what's being said. Heck you can even turn off zone if you want.
Your display map key is 'm' by default. After doing the West Side gang missions you get a final one where you get to fight Hi-Pan in a extra-dimensional portal (the final mission comes from Chief Surhoff after you accomplish the other quest chains, one for each gang). Lots of higher level players would probably be happy to help with that one because it's rare mission and you can't repeat it when you're higher level.
As for teaming, most of the PvE game is very easy and getting a team takes longer than running through it, and since combat is so active, there's less typing going on in missions anyway. Best way is to play it through until you're comfy and enjoy it at your own pace, discover the wonders of CO for itself rather than trying to match it up against something else (cuz you can't, really), run some of the group lairs (those are easy to get teams for) and maybe jump in an alert or 2 once you're like level 15 or so (really not that long, maybe a couple hours) and have a better feel.
Also, block.
Solid advice. I'd honestly recommend avoiding the Alerts if you're new to the game. They'll just ruin the fun.
Please avoid running Alerts with so-called "heroes" who give up before they even try something. I've won several alerts with characters as low as 6 in them. It's really down to player skill, more than character level, especially in Smash Alerts.
"Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"
well,for alerting,I'd say to do a soul siphon smash if you MUST do a smash before 15 or 10,soul siphons aren't on a shorter time limit than recruitment drives or 2 minute drills,but if you want money(resources) then a grab isn't so bad,they aren't timed so its kind of hard to not win on it,and the same goes for burst alerts,although you may not find much use in a burst til around level 20 when you get your first gear with a mod slot.
If you're at a level where you've managed to get your defensive passive and a self-heal for survivability, and an attack/heal stronger than tier 1 or a buff power to empower it, and when it is evident that you are able to contribute at a minimal level in the alert without dying all of the time, then by all means go for it.
Being level 6 means you're going to lack all of these and don't be surprised when people give you flak for it. It has less to do with being labelled a "level 6 noob" and more to do with game mechanics. The good news is that it's very easy to level up a few levels quickly with the standard content when you're just starting out.
IMO alerts are the worse feature added to the game, their only use is power leveling a new alt and questionite grinding - levelling alts could be done before and questionite grinding could have been made easier elsewhere, so alerts where not needed at all, instead they should have added that new zone they always keep saying is coming but never has, not since launch (well just after when vibora was added)
For your first character i wouldnt touch alerts with a barge pole to be honest, enjoy the games missions and story lines, rather than 2 minute slices of spamming attacks at random boss mob on and on aimlessly with no story, incentive or fun other than leveling a character as fast as possible and missing out on the actual game.
Most of the people that complain about low levels in alerts can't carry alerts, or don't have the know how or ability to carry alerts. I've gotten used to being able to carry all of my alerts, regardless of who is in the group, as long as the toon I'm playing on is level 20 or has a sustained dps maintain, I can carry.
If you don't have someone in your alert experienced enough to carry the alert, it would have failed anyway, because you have a full group of people who have no idea wth their doing.
3 things to listen to in chat, and remember for yourself while attempting any alert.
1. Don't pull the wall- Means, don't over pull, don't do a leroy jenkins and get your team killed by having a loose pet aggro 8 mobs sitting on the side walls of the mayors speech area or have them aggro you because you weren't paying attention to where you were standing.
2. Pay attention to where your group is, and who is deciding on which groups of minions to fight, it can be as simple as watching the person in front of you and looking at where theyre pointing, or if you really want to be a shot caller type /e point and you'll point to the target. With that being said, it would be in your teams best interest, that if you're the burst/melee/bone breaker of your team, keep those bad guys off your ranged hybrid characters/healers/squishies. Go jump on them and uppercut them off of your healer.
3. Focus on the boss, the only time this is ever an exception is if you're doing a Train stopping map, with that being said, focusing on the boss does not mean throwing all your spells around all willy nilly. <
You can knock a boss up into the air, you can knock a boss down to the ground, you can pull a boss towards you....but please, please, do not knock a boss away or run away <
running away is not an effective tactic in this game, since 99% of the enemies in this game can hit you even as you're escaping.
If the boss is beating you up and you pulled too much aggro or did too much damage, and now you're sitting on a check your butt can't cash, take a breath, let go of your damage, and block. Let someone else pull the aggro away, then you can escape for a second, or get healed.
Most of the people that complain about low levels in alerts can't carry alerts, or don't have the know how or ability to carry alerts. I've gotten used to being able to carry all of my alerts, regardless of who is in the group, as long as the toon I'm playing on is level 20 or has a sustained dps maintain, I can carry.
If you don't have someone in your alert experienced enough to carry the alert, it would have failed anyway, because you have a full group of people who have no idea wth their doing.
3 things to listen to in chat, and remember for yourself while attempting any alert.
1. Don't pull the wall- Means, don't over pull, don't do a leroy jenkins and get your team killed by having a loose pet aggro 8 mobs sitting on the side walls of the mayors speech area or have them aggro you because you weren't paying attention to where you were standing.
2. Pay attention to where your group is, and who is deciding on which groups of minions to fight, it can be as simple as watching the person in front of you and looking at where theyre pointing, or if you really want to be a shot caller type /e point and you'll point to the target. With that being said, it would be in your teams best interest, that if you're the burst/melee/bone breaker of your team, keep those bad guys off your ranged hybrid characters/healers/squishies. Go jump on them and uppercut them off of your healer.
3. Focus on the boss, the only time this is ever an exception is if you're doing a Train stopping map, with that being said, focusing on the boss does not mean throwing all your spells around all willy nilly. <
You can knock a boss up into the air, you can knock a boss down to the ground, you can pull a boss towards you....but please, please, do not knock a boss away or run away <
running away is not an effective tactic in this game, since 99% of the enemies in this game can hit you even as you're escaping.
If the boss is beating you up and you pulled too much aggro or did too much damage, and now you're sitting on a check your butt can't cash, take a breath, let go of your damage, and block. Let someone else pull the aggro away, then you can escape for a second, or get healed.
Great tips! I also LOVE this (being a fire person myself):
:biggrin: Mind if others and I start spreading that phrase around, even though if it becomes popular most people won't remember it came from you? It could really benefit newbies I think. It's easy to remember, and catchy because it's similar to "Stop, Drop, and Roll" from civilian fire training stuff.
Great tips! I also LOVE this (being a fire person myself):
:biggrin: Mind if others and I start spreading that phrase around, even though if it becomes popular most people won't remember it came from you? It could really benefit newbies I think. It's easy to remember, and catchy because it's similar to "Stop, Drop, and Roll" from civilian fire training stuff.
Most of the people that complain about low levels in alerts can't carry alerts, or don't have the know how or ability to carry alerts. I've gotten used to being able to carry all of my alerts, regardless of who is in the group, as long as the toon I'm playing on is level 20 or has a sustained dps maintain, I can carry.
I don't know about you, but when I go into an alert even with using a higher-levelled toon, I kinda expect everyone in the team to hold their own to some degree and have some level of contribution, as long as they're in a reasonable level range equipped with the minimal array of proper tools to do the job. It shouldn't be up to a select few or one person in the team to carry the alert. Everyone should perform to an acceptable degree, or they themselves are being carried by the efforts of others.
Personal skill level and experience with alerts aside, a higher-levelled player is going to be far better equipped to "carry" the alert than let's say, a fresh level 6 out of tutorial. Even the best-skilled CO player out there is going to find themselves seriously bottle-necked when restricted with a level 6, especially when up against Smash alerts.
A level 6 can contribute to a Smash just fine, but it has to be the right Smash.
Black Fang Dockside, most Recruiting Drives and Soul Siphons are okay as long as the boss doesn't have a defensive passive like PFF or Lightning Reflexes and most of your party has a brain.
The key thing is that as a lowbie you're not quite a superhero yet - you're sidekicked up to 30 so act like a sidekick. Focus on providing support fire for your teammates, use mostly single target skills and only shoot things that someone else is already shooting.
I remember going to Alerts as a level 8 and somehow I was the one doing the most DPS with my R2 Pulse Beam Rifle, R1 Electric Form and R1 Concentration - I pulled aggro off Black Fang and he held aggro on me all the way till he died. Of course, having Flight helped a lot with surviving that too
But if the party say, runs around Recruting Drive suiciding themselves into mobs of villains that they don't even need to kill, then there's nothing you can do about it But they can't blame you for failing either.
If you're itching to get a leg up, get the 11,000 Q gear. I personally like Armadillo's set, it scales with your level, starts off useful with all the munitions mobs you'll encounter, and stays useful all the way to level 40 in Gravitar. True to Perfect World's pay to win business model, you can get it instantly by either buying a month of premium for the 500Z stipend or buying 500Z straight up, then converting that Z to Q. Grinding it out isn't a bad option though - it's a fairly short grind for 3 Primarys.
I'm new to the game (started playing in 2009, but only got half way through the tutorial before I game up), and I'm enjoying the low level content. The New Purple Gang missions are good, and I'm now doing the missions from Chief Surhoff. I'm currently lvl11, and have got there quite quickly considering I've spent some time exploring and chatting to ex-CoH people ingame.
A level 6 can contribute to a Smash just fine, but it has to be the right Smash.
Black Fang Dockside, most Recruiting Drives and Soul Siphons are okay as long as the boss doesn't have a defensive passive like PFF or Lightning Reflexes and most of your party has a brain.
I remember going to Alerts as a level 8 and somehow I was the one doing the most DPS with my R2 Pulse Beam Rifle, R1 Electric Form and R1 Concentration - I pulled aggro off Black Fang and he held aggro on me all the way till he died. Of course, having Flight helped a lot with surviving that too
Yeah .. i once started doing Alerts directly with lvl 6 with Pulsebeam Rifle, and with lvl 9
i started to have Aggro of the boss most of the time. However i had Invuln and Bionic Shielding
so it was not a too big problem :cool:
I also had once a Dockside Alert with me lvl 40 and the rest was 10,12,12,18 where we
finished it in nearly 30 seconds
Black Fang Dockside is pretty much the easiest alert out there, that much is understood. Black Fang is so weak it's almost laughable. I can understand how a lvl 6 with just Pulse Rifle has the best chance of getting through Black Fang with the least problems. It's purely situational. Unfortunately Black Fang eventually always gets rotated out of the queue.
I'm not convinced when it comes to the rest of the Smash alerts. I did mention that I view survivability as a key thing to have personally in an alert. If a higher-levelled, more tankish sort of player is the alert who is dedicated in taking all of the aggro, obviously a level 6 can get off easy without being targetted because if they did, I expect nothing less than a quick defeat and a time penalty. If there's no tank in the alert, then it's pretty much "anything goes".
Apart from Black Fang, there are a quite a few other bosses that don't have many options to deal with characters at range. Black Fang is only notable for having absolutely zero rather than few options (apart from his weak pounce attack) =p
Off the top of my head, the PSI bosses are easy in general. Mind Slayer can only hit you with a kiss hold, Medusa uses Psi Blast but it has a chargeup time so it's easily blocked. Psimon I can't remember doing anything of note.
I also don't remember Foxbat doing anything really scary. Jackfool does a weak lunge or shuriken throw but that's about it as long as you stay the heck away from him before he does his melee range insta-kill. Devana Hawke does decent damage, but doesn't have much spike damage, so as long as you stay out of her gas clouds and start blocking when you have aggro you should be fine too.
Another option if you get aggro is to block and fly >100ft away until you lose aggro.
Another option if you get aggro is to block and fly >100ft away until you lose aggro.
Please don't do this. It means the melee tanks and dps will have trouble getting aggro away from you, and you can easily fly out of range of healers. Also, you can end up moving the boss out of ground targetted AOE attacks.
Just block and circle, if you must move at all.
Campaign: The Fenwick Cycle NWS-DKR9GB7KH
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Apart from Black Fang, there are a quite a few other bosses that don't have many options to deal with characters at range. Black Fang is only notable for having absolutely zero rather than few options (apart from his weak pounce attack) =p
Off the top of my head, the PSI bosses are easy in general. Mind Slayer can only hit you with a kiss hold, Medusa uses Psi Blast but it has a chargeup time so it's easily blocked. Psimon I can't remember doing anything of note.
The real ranged villains are really the worst at low level like Nocturne. Another problem
however is that at low level you still have to be in 50ft range since you have to use your
energy builder very often, and can't stay at 100ft like with a level 40 character.
Psimon gets a little nasty at the end of the fight mostly.
Please don't do this. It means the melee tanks and dps will have trouble getting aggro away from you, and you can easily fly out of range of healers. Also, you can end up moving the boss out of ground targetted AOE attacks.
Just block and circle, if you must move at all.
By flying vertically upwards, the boss stays stuck at the same spot on the ground while everyone else wails on it, and heals don't really need to reach you because the boss can't do anything at >100ft, and you get the free heal from going out of combat too.
Unless you're fighting Viper X, then yes, stay grounded.
Besides, there's Supports that actually heal in Smash Alerts? :O
(Just kidding, I've seen a few. A very very select few though)
Well, one of my main character is a Mind. Healing is much of what she does.
And it's REALLY irritating to have someone start running all over the map to avoid the boss, which then results in a Benny Hill sketch of a bunch of other allies trying to chase down the boss to get aggro and me trying to heal the person so they could, you know, do something useful and OH NO TIME RAN OUT.
This has happened far too often.
Campaign: The Fenwick Cycle NWS-DKR9GB7KH
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
And it's REALLY irritating to have someone start running all over the map to avoid the boss, which then results in a Benny Hill sketch of a bunch of other allies trying to chase down the boss to get aggro and me trying to heal the person so they could, you know, do something useful and OH NO TIME RAN OUT.
Ah yes, The Muppet Show, I like to picture those people as Kermit the Frog, running around madly, head thrown back, arms flailing in the air. While it may not fully compensate for the frustration, it does make me laugh.
Do whatever you find fun. Period. End of statement. If you like teaming, find you a good supergroup that does as well. There are several that I can recommend. S.E.C.R.E.T. is one of many.
If you want to run alerts at level six... Find me. I'll run any with you that you please and I have successfully completed alerts with multiple sub-level-10 toons in them. I refuse to quit an alert before at least attempting success regardless of the levels of those present. I will say this: I find level 40s more of a hindrance in alerts than I find level 10s to be.
The Forumite formerly known as Galeforce.
If you want my money, there is a fairly simple way to get it since I am fairly free with how I spend it. First, produce something I consider to be worth buying. Second, offer it up for sale. Don't lock it behind a gambling scam. If I want something, I am perfectly happy to pay for it. But I will not purchase a CHANCE to get it, When I pay money, I have a perfectly logical right to expect to get what I want.
However, I couldn't for the life of me get a team going. At one point I was paired up with someone (thanks btw for showing me the powerhouse), but he logged out before we could really get going.
I've been disconnected from half my teams in the past week. Thats bugs.
Post tutorial burnout/logout is common. I've done it myself a few times especially
after babysitting developmentally challenged players through the tutorial.
I discovered the "Social" panel but I couldn't quite figure out what the Search and Team tabs were trying to tell me.
Team tab, if you filter for teams, will show you teams that you could send a message to and say "Hey can I team?", the general player filtering is just showing people your level.
I never use that cause its weird poking people that can't see you and saying "lets pal around!"
But ppl were answer some of the game play questions I threw out there, so that was cool.
You may find when you are are as well versed in the game as the people posting
above me, that answering questions in zone chat and the forums is "End game".
I spent several minutes jumping around and looking at zone chat, seeing all the
WTS and WTB messages, before finally getting bored and logging off.
I put those people on ignore so I can actually read zone chat, even if its inane nonsense, its better than "WTSWTBWTTWTF"
I'm sure those trade type people get sad when they get silenced.
Can't say for sure when I can't hear them scream.
First of all sounds like you didn't look at your mission journal see what you should be doing.
Probably said "See Defender", he sends you to Kodiak, that's where you take up
your noob missions. Thats where you just grab people and start a team.
Once you get through half of Westside finding other players gets rarer and rarer.
Low level new players can't talk in zone chat so if you said "LFT level six missions" you'd
probably not get a reply, and odds are the newbs will be too new to right click
your name and pull you into a team. Experienced players don't need other players
for lowbie missions, they are much less likely to team new players.
So its up to you to get missions and then just brazenly team people.
Later you can use the LFG channel or zone for trying to get a team.
I so want to see the reasoning behind this statement.
Maybe because of the lower damage numbers you see with above 30 in alerts. However
i'm still not sure if these numbers show the real damage, since i mostly hold aggro with
my 40s as good as with chars in the 20s and also with a full 40 team we beat Black Fang
regulary in 30 seconds.
Maybe because of the lower damage numbers you see with above 30 in alerts. However
i'm still not sure if these numbers show the real damage, since i mostly hold aggro with
my 40s as good as with chars in the 20s and also with a full 40 team we beat Black Fang
regulary in 30 seconds.
No matter what character I'm using, be it 10 or 40, I always seem to be holding aggro in alerts. Weird.
I so want to see the reasoning behind this statement.
Well, when I see a level 10 in the instance I can usually count on them to at least still be in the instance when the alert ends... my experience with some 40s is that they will bail on the instance if they think they can't win. Therefore the level 40 is doing 100% less damage than the level 10. I call that a hindrance.
For the level 40s that actually stay in the fights: Thank you. In a game about superheros, I can't understand quitters.
Edit to add: Oh and when a level 25 (my toon in that instance), a level 13, a level 11, a level 8, and a level 6 can finish a smash with time to spare, what do I need 40s for?
The Forumite formerly known as Galeforce.
If you want my money, there is a fairly simple way to get it since I am fairly free with how I spend it. First, produce something I consider to be worth buying. Second, offer it up for sale. Don't lock it behind a gambling scam. If I want something, I am perfectly happy to pay for it. But I will not purchase a CHANCE to get it, When I pay money, I have a perfectly logical right to expect to get what I want.
No matter what character I'm using, be it 10 or 40, I always seem to be holding aggro in alerts. Weird.
Yeah .. i have the same "problem". for that reasons i retconned all my chars with an
offense passive back to invuln :rolleyes:
About quitting .. normally i also don't do that .. but if i do Nemesis Alerts and its a Nemesis
with Defiance or LR .. i sometimes do. And PFF is still never beatable .. but you don't see
that passive before the fight begins :redface:
People that quit at anytime before the end of obvious defeat (like 10-20 seconds left and boss at half+ health) really annoy me.
More than once ive had people quit only to be just short of victory, which would have been assured without people quitting.
Once 3 people left within the first minute and the remain 2 of us got the boss to under half a bar (1/6th) of its health, without quitters an easy win!
As to pff not being beatable, i assume you mean as a nemesis passive? Ive certainly beaten it multiple times and cant recall ever failing against it (dont see it very often though)
So far, my experience with the low levels is that they're chaotic, though that may be my doing. Contacts tend to hand out five missions at a time, then direct me to another contact who hands out another five until I lose track of what I'm doing and why I'm doing it and just follow map markers. Once I replay the low levels, I'll make sure that to only take one mission at a time. This should help.
|
Of all the things I've lost,
It think I miss my mind the most.
So far, my experience with the low levels is that they're chaotic, though that may be my doing. Contacts tend to hand out five missions at a time, then direct me to another contact who hands out another five until I lose track of what I'm doing and why I'm doing it and just follow map markers. Once I replay the low levels, I'll make sure that to only take one mission at a time. This should help.
I find that it helps to do all the missions around your level that you are comfortable doing from a single Contact before moving on to the next Contact. It helps keep your mission load a bit more manageable and keeps plenty of slots open for those missions that you can only get by stumbling on the Contact, or even passing through an area, during Exploration.
Hope this helps.
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'Wen considered the nature of time and understood that the universe is, instant by instant, recreated anew. Therefore, he understood, there is in truth no past, only a memory of the past. Blink your eyes, and the world you see next did not exist when you closed them. Therefore, he said, the only appropriate state of the mind is surprise. The only appropriate state of the heart is joy. The sky you see now, you have never seen before. The perfect moment is now. Be glad of it.' Terry Pratchet The Thief Of Time
The first 15 levels in MC's Westside are some of the best mission arcs in the game, IMO. (and IMO better than any COX arc too, at least back when I played) Do not skip them by doing Alerts or rushing if you have never done them, enjoy them like a fine book, take your time and read.
The first 15 levels in MC's Westside are some of the best mission arcs in the game, IMO. (and IMO better than any COX arc too, at least back when I played) Do not skip them by doing Alerts or rushing if you have never done them, enjoy them like a fine book, take your time and read.
Eh, I found them to be a little rushed, going through entire story parts before you even realize that this mission chain was a story arc.
Like for instance, the Aces, or whatever the clockwork orange gang is, is led by a Qulaar.
This would be incredibly surprising, if I hadn't only been introduced to the Aces (or whatever) merely 5 quick missions back, save for a limited appearance in the warehouse mission, where they pretty much look, fought, and sounded the same as the other grunts.
The problem is the none of the enemy groups are set up at any point. You just get a new mission that the next enemy group just happens to be in.
CO's arcs are just one "payoff" after another, constantly revealing surprises you're surprised to know you were supposed to be surprised at.
If these missions are the best in the game I'm not really looking forward to leveling up.
Eh, I found them to be a little rushed, going through entire story parts before you even realize that this mission chain was a story arc.
Like for instance, the Aces, or whatever the clockwork orange gang is, is led by a Qulaar.
This would be incredibly surprising, if I hadn't only been introduced to the Aces (or whatever) merely 5 quick missions back, save for a limited appearance in the warehouse mission, where they pretty much look, fought, and sounded the same as the other grunts.
The problem is the none of the enemy groups are set up at any point. You just get a new mission that the next enemy group just happens to be in.
CO's arcs are just one "payoff" after another, constantly revealing surprises you're surprised to know you were supposed to be surprised at.
If these missions are the best in the game I'm not really looking forward to leveling up.
Actually, the Aces are setup pretty well to lead into that story.
First they are just window dressing in two of the meetup missions (first one with hi-pan having a council when you and defender bust it up together; second when you go into the fight club arena they are in the audience). Then you get a couple missions dealing with them just as thugs (such as the hostages on the dock).
Then you get to a few specific ones where they are dealing in Qualar technology (destroy the caches of qualar tech in the storage crates, and another I always forget).
Then you get the mission to find the ones who have the qualar guns and get rid of them because there are very few of the guns so just taking out 5 or so should shut them down.
Finally, you get word of their "new" leader and go for him only to find that he is a qualar.
So, unless you take the missions out of order (order set by level of mission) there is a pretty decent narrative flow.
The Aces story is one of my favorites--you must have skipped some of the shorter, side missions, not found the old Aces leader in the basketball court, not understood how/why the Qularr took over, etc.
I took the Black Aces story in order and enjoyed it very much. I also like the Maniac/Red Banner Mission story, the Big Trouble in Little China references are hilarious, and the Red Banner Girl in Love with the Maniac Boy, just being a go to point A missions was still entertaining.
Comments
It can keep an Alert from succeeding if there are too many sub-lvl-10 characters involved - but one or two sixes isn't a recipe for guaranteed disaster, and besides, if you succeed in a Smash Alert, you won't be lvl 6 for long...
You probably won't find that many teaming for the intro missions, mostly because they can be done solo, and a lot of the more experienced players are just trying to rush through so they can go do Canada or the Desert (which now require you to be lvl 15 first). However, there shouldn't be much of a problem getting a team for, say, Purple Reign (taking down Kevin Poe), or Brains Behind the Breakout (stopping Zoe Loft, leader of the Maniacs).
- David Brin, "Those Eyes"
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Nah, that **** is useless.
Just do some missions, follow the story (it's pretty good early on) until you get a feel for the game (totally get a passive if it's your first playthrough, seriously), and maybe join an SG or two (yeah, we roll like that). Zone is, generally, ****. Not quite as bad as other games, but still pretty ****.
We've started a CoX transplants SG, the name of which I currently can't remember (seriously, somebody help me out here) filled with some knowledgeable CO vets who were also CoX transplants from a long long ago time, and all are invited!!
As for teaming, most of the PvE game is very easy and getting a team takes longer than running through it, and since combat is so active, there's less typing going on in missions anyway. Best way is to play it through until you're comfy and enjoy it at your own pace, discover the wonders of CO for itself rather than trying to match it up against something else (cuz you can't, really), run some of the group lairs (those are easy to get teams for) and maybe jump in an alert or 2 once you're like level 15 or so (really not that long, maybe a couple hours) and have a better feel.
Also, block.
- David Brin, "Those Eyes"
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^^^^That One^^^^
Just keep an eye out for people who seem to be doing the same mission arc, talking to the same contacts, as you are. Speak to them directly rather than through Zone. You will often find people willing to team, at least for a few missions.
hope this helps.
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'Wen considered the nature of time and understood that the universe is, instant by instant, recreated anew. Therefore, he understood, there is in truth no past, only a memory of the past. Blink your eyes, and the world you see next did not exist when you closed them. Therefore, he said, the only appropriate state of the mind is surprise. The only appropriate state of the heart is joy. The sky you see now, you have never seen before. The perfect moment is now. Be glad of it.' Terry Pratchet The Thief Of Time
Yep. This is most likely the things the scolding person in Zone was ranting about. Also, Zone is full of stupid talk, whining about stuff, rage-quitting talk, random stuff being sold, and Grond jokes. Don't let it get to you, I'd ignore most of what's being said. Heck you can even turn off zone if you want.
This thread has great advice for communication methods in-game (intended to help out new CoH transfers): http://co-forum.perfectworld.com/showthread.php?t=168521
Yep, Zone in this game is better than most, but it's still just general randomness. You'll want to explore the world for yourself.
Explore! It's an adventure!
Start out with one of these two guys if you're low level:
Kodiak located south/down of here http://maps.champions-online-wiki.com/?zone=mc&x=3621&y=-1176&w=800&h=500&zoom=8.5&type=
Chief Surhoff located slightly west/left of here http://maps.champions-online-wiki.com/?zone=mc&x=2799&y=-237&w=800&h=500&zoom=8.5&type=
Your display map key is 'm' by default. After doing the West Side gang missions you get a final one where you get to fight Hi-Pan in a extra-dimensional portal (the final mission comes from Chief Surhoff after you accomplish the other quest chains, one for each gang). Lots of higher level players would probably be happy to help with that one because it's rare mission and you can't repeat it when you're higher level.
Solid advice. I'd honestly recommend avoiding the Alerts if you're new to the game. They'll just ruin the fun.
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Chance of failure is really high before 10... heck, even before 15, but 10 is at least borderline reasonable.
There are plenty of missions to do, and it shouldn't take very long to get to level 10.
Heck, if you are new to the game, enjoy the actual content before getting on the hamster wheel of alerts!
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
A "low level character" would be any under level 21.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
- David Brin, "Those Eyes"
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Being level 6 means you're going to lack all of these and don't be surprised when people give you flak for it. It has less to do with being labelled a "level 6 noob" and more to do with game mechanics. The good news is that it's very easy to level up a few levels quickly with the standard content when you're just starting out.
For your first character i wouldnt touch alerts with a barge pole to be honest, enjoy the games missions and story lines, rather than 2 minute slices of spamming attacks at random boss mob on and on aimlessly with no story, incentive or fun other than leveling a character as fast as possible and missing out on the actual game.
If you don't have someone in your alert experienced enough to carry the alert, it would have failed anyway, because you have a full group of people who have no idea wth their doing.
3 things to listen to in chat, and remember for yourself while attempting any alert.
1. Don't pull the wall- Means, don't over pull, don't do a leroy jenkins and get your team killed by having a loose pet aggro 8 mobs sitting on the side walls of the mayors speech area or have them aggro you because you weren't paying attention to where you were standing.
2. Pay attention to where your group is, and who is deciding on which groups of minions to fight, it can be as simple as watching the person in front of you and looking at where theyre pointing, or if you really want to be a shot caller type /e point and you'll point to the target. With that being said, it would be in your teams best interest, that if you're the burst/melee/bone breaker of your team, keep those bad guys off your ranged hybrid characters/healers/squishies. Go jump on them and uppercut them off of your healer.
3. Focus on the boss, the only time this is ever an exception is if you're doing a Train stopping map, with that being said, focusing on the boss does not mean throwing all your spells around all willy nilly. <
You can knock a boss up into the air, you can knock a boss down to the ground, you can pull a boss towards you....but please, please, do not knock a boss away or run away <
running away is not an effective tactic in this game, since 99% of the enemies in this game can hit you even as you're escaping.
If the boss is beating you up and you pulled too much aggro or did too much damage, and now you're sitting on a check your butt can't cash, take a breath, let go of your damage, and block. Let someone else pull the aggro away, then you can escape for a second, or get healed.
When bad things happen
Stop, Block, And Roll
Great tips! I also LOVE this (being a fire person myself):
:biggrin: Mind if others and I start spreading that phrase around, even though if it becomes popular most people won't remember it came from you? It could really benefit newbies I think. It's easy to remember, and catchy because it's similar to "Stop, Drop, and Roll" from civilian fire training stuff.
Consolidate the currencies! (Please!)
Does your Champion have a theme song? (share it!)
Got a funny in-game screenshot? (share it!)
Please fix the Overdrive energy unlock! (Should help promote thematic build diversity!)
Sure, any time
I don't know about you, but when I go into an alert even with using a higher-levelled toon, I kinda expect everyone in the team to hold their own to some degree and have some level of contribution, as long as they're in a reasonable level range equipped with the minimal array of proper tools to do the job. It shouldn't be up to a select few or one person in the team to carry the alert. Everyone should perform to an acceptable degree, or they themselves are being carried by the efforts of others.
Personal skill level and experience with alerts aside, a higher-levelled player is going to be far better equipped to "carry" the alert than let's say, a fresh level 6 out of tutorial. Even the best-skilled CO player out there is going to find themselves seriously bottle-necked when restricted with a level 6, especially when up against Smash alerts.
Good tips in the rest of the post by the way.
Black Fang Dockside, most Recruiting Drives and Soul Siphons are okay as long as the boss doesn't have a defensive passive like PFF or Lightning Reflexes and most of your party has a brain.
The key thing is that as a lowbie you're not quite a superhero yet - you're sidekicked up to 30 so act like a sidekick. Focus on providing support fire for your teammates, use mostly single target skills and only shoot things that someone else is already shooting.
I remember going to Alerts as a level 8 and somehow I was the one doing the most DPS with my R2 Pulse Beam Rifle, R1 Electric Form and R1 Concentration - I pulled aggro off Black Fang and he held aggro on me all the way till he died. Of course, having Flight helped a lot with surviving that too
But if the party say, runs around Recruting Drive suiciding themselves into mobs of villains that they don't even need to kill, then there's nothing you can do about it But they can't blame you for failing either.
If you're itching to get a leg up, get the 11,000 Q gear. I personally like Armadillo's set, it scales with your level, starts off useful with all the munitions mobs you'll encounter, and stays useful all the way to level 40 in Gravitar. True to Perfect World's pay to win business model, you can get it instantly by either buying a month of premium for the 500Z stipend or buying 500Z straight up, then converting that Z to Q. Grinding it out isn't a bad option though - it's a fairly short grind for 3 Primarys.
Yeah .. i once started doing Alerts directly with lvl 6 with Pulsebeam Rifle, and with lvl 9
i started to have Aggro of the boss most of the time. However i had Invuln and Bionic Shielding
so it was not a too big problem :cool:
I also had once a Dockside Alert with me lvl 40 and the rest was 10,12,12,18 where we
finished it in nearly 30 seconds
I'm not convinced when it comes to the rest of the Smash alerts. I did mention that I view survivability as a key thing to have personally in an alert. If a higher-levelled, more tankish sort of player is the alert who is dedicated in taking all of the aggro, obviously a level 6 can get off easy without being targetted because if they did, I expect nothing less than a quick defeat and a time penalty. If there's no tank in the alert, then it's pretty much "anything goes".
Off the top of my head, the PSI bosses are easy in general. Mind Slayer can only hit you with a kiss hold, Medusa uses Psi Blast but it has a chargeup time so it's easily blocked. Psimon I can't remember doing anything of note.
I also don't remember Foxbat doing anything really scary. Jackfool does a weak lunge or shuriken throw but that's about it as long as you stay the heck away from him before he does his melee range insta-kill. Devana Hawke does decent damage, but doesn't have much spike damage, so as long as you stay out of her gas clouds and start blocking when you have aggro you should be fine too.
Another option if you get aggro is to block and fly >100ft away until you lose aggro.
Please don't do this. It means the melee tanks and dps will have trouble getting aggro away from you, and you can easily fly out of range of healers. Also, you can end up moving the boss out of ground targetted AOE attacks.
Just block and circle, if you must move at all.
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
The real ranged villains are really the worst at low level like Nocturne. Another problem
however is that at low level you still have to be in 50ft range since you have to use your
energy builder very often, and can't stay at 100ft like with a level 40 character.
Psimon gets a little nasty at the end of the fight mostly.
By flying vertically upwards, the boss stays stuck at the same spot on the ground while everyone else wails on it, and heals don't really need to reach you because the boss can't do anything at >100ft, and you get the free heal from going out of combat too.
Unless you're fighting Viper X, then yes, stay grounded.
Besides, there's Supports that actually heal in Smash Alerts? :O
(Just kidding, I've seen a few. A very very select few though)
And it's REALLY irritating to have someone start running all over the map to avoid the boss, which then results in a Benny Hill sketch of a bunch of other allies trying to chase down the boss to get aggro and me trying to heal the person so they could, you know, do something useful and OH NO TIME RAN OUT.
This has happened far too often.
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Ah yes, The Muppet Show, I like to picture those people as Kermit the Frog, running around madly, head thrown back, arms flailing in the air. While it may not fully compensate for the frustration, it does make me laugh.
You're a lunatic with a mad man's dream of a milk proof robot!
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If you want to run alerts at level six... Find me. I'll run any with you that you please and I have successfully completed alerts with multiple sub-level-10 toons in them. I refuse to quit an alert before at least attempting success regardless of the levels of those present. I will say this: I find level 40s more of a hindrance in alerts than I find level 10s to be.
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If you want my money, there is a fairly simple way to get it since I am fairly free with how I spend it. First, produce something I consider to be worth buying. Second, offer it up for sale. Don't lock it behind a gambling scam. If I want something, I am perfectly happy to pay for it. But I will not purchase a CHANCE to get it, When I pay money, I have a perfectly logical right to expect to get what I want.
40 are ok since they mostly have good gear to compensate the damage loss of the sidekicking
.. level 31-39 are more the problem
I've been disconnected from half my teams in the past week. Thats bugs.
Post tutorial burnout/logout is common. I've done it myself a few times especially
after babysitting developmentally challenged players through the tutorial.
Team tab, if you filter for teams, will show you teams that you could send a message to and say "Hey can I team?", the general player filtering is just showing people your level.
I never use that cause its weird poking people that can't see you and saying "lets pal around!"
You'll get that daily. If its not about alerts its about some other thing they are experts in.
You may find when you are are as well versed in the game as the people posting
above me, that answering questions in zone chat and the forums is "End game".
I put those people on ignore so I can actually read zone chat, even if its inane nonsense, its better than "WTSWTBWTTWTF"
I'm sure those trade type people get sad when they get silenced.
Can't say for sure when I can't hear them scream.
First of all sounds like you didn't look at your mission journal see what you should be doing.
Probably said "See Defender", he sends you to Kodiak, that's where you take up
your noob missions. Thats where you just grab people and start a team.
Once you get through half of Westside finding other players gets rarer and rarer.
Low level new players can't talk in zone chat so if you said "LFT level six missions" you'd
probably not get a reply, and odds are the newbs will be too new to right click
your name and pull you into a team. Experienced players don't need other players
for lowbie missions, they are much less likely to team new players.
So its up to you to get missions and then just brazenly team people.
Later you can use the LFG channel or zone for trying to get a team.
I so want to see the reasoning behind this statement.
Maybe because of the lower damage numbers you see with above 30 in alerts. However
i'm still not sure if these numbers show the real damage, since i mostly hold aggro with
my 40s as good as with chars in the 20s and also with a full 40 team we beat Black Fang
regulary in 30 seconds.
No matter what character I'm using, be it 10 or 40, I always seem to be holding aggro in alerts. Weird.
Anyways, to get to the heart of the question...
Linear.
Well, when I see a level 10 in the instance I can usually count on them to at least still be in the instance when the alert ends... my experience with some 40s is that they will bail on the instance if they think they can't win. Therefore the level 40 is doing 100% less damage than the level 10. I call that a hindrance.
For the level 40s that actually stay in the fights: Thank you. In a game about superheros, I can't understand quitters.
Edit to add: Oh and when a level 25 (my toon in that instance), a level 13, a level 11, a level 8, and a level 6 can finish a smash with time to spare, what do I need 40s for?
The Forumite formerly known as Galeforce.
If you want my money, there is a fairly simple way to get it since I am fairly free with how I spend it. First, produce something I consider to be worth buying. Second, offer it up for sale. Don't lock it behind a gambling scam. If I want something, I am perfectly happy to pay for it. But I will not purchase a CHANCE to get it, When I pay money, I have a perfectly logical right to expect to get what I want.
Yeah .. i have the same "problem". for that reasons i retconned all my chars with an
offense passive back to invuln :rolleyes:
About quitting .. normally i also don't do that .. but if i do Nemesis Alerts and its a Nemesis
with Defiance or LR .. i sometimes do. And PFF is still never beatable .. but you don't see
that passive before the fight begins :redface:
More than once ive had people quit only to be just short of victory, which would have been assured without people quitting.
Once 3 people left within the first minute and the remain 2 of us got the boss to under half a bar (1/6th) of its health, without quitters an easy win!
As to pff not being beatable, i assume you mean as a nemesis passive? Ive certainly beaten it multiple times and cant recall ever failing against it (dont see it very often though)
Of all the things I've lost,
It think I miss my mind the most.
I find that it helps to do all the missions around your level that you are comfortable doing from a single Contact before moving on to the next Contact. It helps keep your mission load a bit more manageable and keeps plenty of slots open for those missions that you can only get by stumbling on the Contact, or even passing through an area, during Exploration.
Hope this helps.
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'Wen considered the nature of time and understood that the universe is, instant by instant, recreated anew. Therefore, he understood, there is in truth no past, only a memory of the past. Blink your eyes, and the world you see next did not exist when you closed them. Therefore, he said, the only appropriate state of the mind is surprise. The only appropriate state of the heart is joy. The sky you see now, you have never seen before. The perfect moment is now. Be glad of it.' Terry Pratchet The Thief Of Time
Example:
Make a character with defensive combo, then make one with hurricane. :biggrin:
You are now playing an entirely NEW game.
Formerly Aeolwind
Nothing witty, just angst.
Primus Database of Characters
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Eh, I found them to be a little rushed, going through entire story parts before you even realize that this mission chain was a story arc.
Like for instance, the Aces, or whatever the clockwork orange gang is, is led by a Qulaar.
This would be incredibly surprising, if I hadn't only been introduced to the Aces (or whatever) merely 5 quick missions back, save for a limited appearance in the warehouse mission, where they pretty much look, fought, and sounded the same as the other grunts.
The problem is the none of the enemy groups are set up at any point. You just get a new mission that the next enemy group just happens to be in.
CO's arcs are just one "payoff" after another, constantly revealing surprises you're surprised to know you were supposed to be surprised at.
If these missions are the best in the game I'm not really looking forward to leveling up.
Actually, the Aces are setup pretty well to lead into that story.
First they are just window dressing in two of the meetup missions (first one with hi-pan having a council when you and defender bust it up together; second when you go into the fight club arena they are in the audience). Then you get a couple missions dealing with them just as thugs (such as the hostages on the dock).
Then you get to a few specific ones where they are dealing in Qualar technology (destroy the caches of qualar tech in the storage crates, and another I always forget).
Then you get the mission to find the ones who have the qualar guns and get rid of them because there are very few of the guns so just taking out 5 or so should shut them down.
Finally, you get word of their "new" leader and go for him only to find that he is a qualar.
So, unless you take the missions out of order (order set by level of mission) there is a pretty decent narrative flow.
That Qularr comes back in another mission, too.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.