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FC.31.20140602.27 PTS Update

radioscienceradioscience Posts: 80 Arc User
edited August 2014 in PTS - The Archive
This build is scheduled to hit PTS at 11:30am, 8/15/2014


Release Notes for FC.31.20140602.27:


Preview:


We're releasing the Steel Crusade storyline to PTS in three parts. This is part one. We expect to release part two to PTS early next week, with part three to follow soon after.


This content is still in development, while we do some final polish and tuning. In particular, sound and music are missing in many places, a few of the art assets aren't finalized, and there may be bugs. With your help, we can get them stomped!


Note that this PTS update does NOT include:

  • The Reawakened Automoton Archetype
  • Champions 5th Anniversary Update
  • Recognition Rewards for the Mechanon Coalition token

These will be added in a later PTS update.


In this update, the daily missions which will normally have 20 hour repeat timers have been set to repeat immediately.


Please format any bugs you find in the following format:
Bug
Where it happens
What happens



Please stay on topic in this PTS thread. We use bug reports from this thread to decide whether a PTS build is ready to go live, and so we need to make sure we're seeing everything in it. Please do discuss the changes, but if you find yourself writing about something that isn't specific to what's on PTS, then that should probably go elsewhere.

In particular, do not report bugs from the live game in this thread, unless they are impacted by changes in the PTS build.
Post edited by radioscience on
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Comments

  • radioscienceradioscience Posts: 80 Arc User
    edited August 2014
    PTS is up. Defender has a pointer mission to show you where to go.
  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited August 2014
    Bug

    If Fevered Citizens start smoldering or catch fire you can't put them out. You can only helplessly watch them burn to death.
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  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited August 2014
    Possible Bug

    Microman is full sized. Not sure if this is intended or just hasn't been set to his normal mini size yet.
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  • kaiserin#0958 kaiserin Posts: 3,196 Cryptic Developer
    edited August 2014
    It's a little grim that citizens catch on fire near medical personnel and no one does anything.

    Since it's stated that the nanobots are self replicating, they should have abilities that spawn more of them.


    Bug: The firetruck needs to be much bigger, it could also use better textures. They're quite monotone and unconvincing at the moment.

    Bug: The missions inside the human body lack objective counts in the mission window. ie I don't know how many heat conductors I need to destroy.
  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited August 2014
    Bug

    When attacking the Heat Pumps you sometimes end up losing target as it seems to go from object to hostile mode.
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  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited August 2014
    Bug

    The radar map for Louisa Kohl's Brain is missing some textures in the last room on the radar map looking like just a black void.
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  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited August 2014
    General Feedback

    I like what I see so far. Need to play through a few more times to see if I find anymore bugs.

    I like the new chat bubble box that the nanobots use, and I hope that means in the future we can see some different chat bubbles in game, like that particular chat bubble being used for team chat bubbles, and maybe an emote chat bubble as well.

    Only complaint is that sometimes when the big nanobots get defeated they sink into the ground sometimes, but this seems to be common with all big bodied mobs and is not unique to them.
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  • maleb666maleb666 Posts: 364 Arc User
    edited August 2014
    Bug: the "tip" for the new token when you hover the mouse over it on your Currencies inventory is bugged

    bug_zps3226e3d9.jpg
    eupmtpu59ppn.jpg
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited August 2014
    You can kill Fevered Citizens right before they burst into flames. Or is that just showing mercy.
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  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited August 2014
    Bug: Entering Marty's brain spawned a welcome screen for me. Don't know if this is typical or just a fluke in my case.

    The Electrically powered spiders appear to fire their abilities through the floor. As a result, their attack gets lost in floor geometry. I'd suggest moving their emanation point to above their bodies.

    The level 2 claws minions don't appear to have a passive. Don't know if this is a bug, or not.

    As previously mentioned, Microman is full size. He still does a "i'm down here." motion when you first speak to him.


    Overall thoughts: I love the new missions. They're beautiful, and fun. I only hope they can stay past a monthly event, and actually be part of the overall story arch of the game. The human body segments in particular are beautifully crafter, and a joy to play through.


    Sidebar: I do wish that you guys could take this new content as a chance to address some previous issues from in game. I don't know if this mission chain will fit into the Rampage alerts at all, but if you're working with that at all, I would appreciate it if you installed a daily for getting tokens from daily alerts. That would solve a longstanding issues many players, myself included, have had with trying to acquire gear, and never even seen the tokens. I think this is an issue that should be addressed before adding yet another currency to strive for in game.
  • sistersiliconsistersilicon Posts: 1,687 Arc User
    edited August 2014
    Bug

    If Fevered Citizens start smoldering or catch fire you can't put them out. You can only helplessly watch them burn to death.
    kaizerin wrote: »
    It's a little grim that citizens catch on fire near medical personnel and no one does anything.

    Hi, welcome to non-Saturday Morning Cartoon content. I'm your host, Detective $#!^ Just Got Rill.

    If I'm reading Dr. Silverback's quest text correctly, once Fevered Citizens start smoldering they're already too far gone to save. That's why the cryo-spray doesn't work (so that's probably not a bug), and why the EMTs don't react. Well, as long as the victims don't run into the tent and start setting crap on fire, that is.
    Choose your enemies carefully, because they will define you / Make them interesting, because in some ways they will mind you
    They're not there in the beginning, but when your story ends / Gonna last with you longer than your friends
  • toooldforthistoooldforthis Posts: 117 Arc User
    edited August 2014
    Bug

    If Fevered Citizens start smoldering or catch fire you can't put them out. You can only helplessly watch them burn to death.

    Reread Dr. Silverback's briefing. You can't save Stage 3/4 citizens.
  • nbkxsnbkxs Posts: 776 Arc User
    edited August 2014
    There are sections inside the bodies where the sound disappears completely. I'm not sure if this is just an area issue; or just the small space.

    XS
    [NbK]XStorm
  • toooldforthistoooldforthis Posts: 117 Arc User
    edited August 2014
    BUG

    No description text for the nanites.



    I thought the first mission was amusing. Civilians bursting into flame with people ignoring them made my day.

    My recommendation would be to expand the both the quantity spawned as well as the size of the zone. With three of us looking, it wasn't hard to get civilians, but if you had 10 times the number of players looking it'd be frustrating. Perhaps do so for the first few weeks it's up.

    I am not a fan of the second mission.

    The 'adapting' nanites (or whatever they're called) are interesting, but the map and mission aren't particularly good at all - remind me of some of the more annoying caves in the Desert or bad UNTIL missions.

    There doesn't seem to be any way to not do this as a kill all mission, which really isn't fair to support players along with non-DPS players since it doesn't look like teaming is an option. I suspect some ATs will have a very tough time with it; on a very solid tank I found I was taking decent damage when I got more than a few on me.

    Also, what's rather annoying is that you're required to repeat an identical mission. Same map, same baddies, same objectives. More or less a waste of time. Chop it down to one patient if you can't vary things dramatically. If you do need two patients, perhaps the second mission could simply be a boss fight with an 'evolved' nanite - something like the boss from Fatal Error II.
  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited August 2014
    Bug: Mechanon's Programming Perk/Lore

    When items are interacted the Lore is added in the Lore tab but they do not appear in Perks.


    Probably to prevent spoilers, but just putting it out there.
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  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited August 2014
    Is it intended for both victims to have the same bit of lore? It felt oddly redundant, but then not everyone will explore a dungeon to the extent I will so it may be intentional.

    They aren't the same in the Lore log. It might be the two interactives themselves that says the same thing. But the first one unlocks Exterminating the Organics and the second one unlocks Replacing the Organics in your Lore log.
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited August 2014
    BUG

    No description text for the nanites.



    I thought the first mission was amusing. Civilians bursting into flame with people ignoring them made my day.

    My recommendation would be to expand the both the quantity spawned as well as the size of the zone. With three of us looking, it wasn't hard to get civilians, but if you had 10 times the number of players looking it'd be frustrating. Perhaps do so for the first few weeks it's up.

    I am not a fan of the second mission.

    The 'adapting' nanites (or whatever they're called) are interesting, but the map and mission aren't particularly good at all - remind me of some of the more annoying caves in the Desert or bad UNTIL missions.

    There doesn't seem to be any way to not do this as a kill all mission, which really isn't fair to support players along with non-DPS players since it doesn't look like teaming is an option. I suspect some ATs will have a very tough time with it; on a very solid tank I found I was taking decent damage when I got more than a few on me.

    Also, what's rather annoying is that you're required to repeat an identical mission. Same map, same baddies, same objectives. More or less a waste of time. Chop it down to one patient if you can't vary things dramatically. If you do need two patients, perhaps the second mission could simply be a boss fight with an 'evolved' nanite - something like the boss from Fatal Error II.

    Part two would benefit greatly from a boss battle. I'm surprised it didn't have one actually.

    Maybe a bigger 'hybrid' with skills from the bruiser drone and fire spider?
  • sistersiliconsistersilicon Posts: 1,687 Arc User
    edited August 2014
    BUG: Plasma Beam doesn't target "wall"-mounted Heat Pumps properly. The visual effect aims correctly, but it doesn't always do damage, depending on the angle. It usually fails to do damage when standing in the lower "water" level of the map.

    BUG?: When exiting both brains, I respawned outside the trailer.

    BUG: Audio dead zone around /loc (425, 402, 838) of Louisa Kohl's Brain map.
    Choose your enemies carefully, because they will define you / Make them interesting, because in some ways they will mind you
    They're not there in the beginning, but when your story ends / Gonna last with you longer than your friends
  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    edited August 2014
    Bug
    Louisa Kohl's Brain
    Mission becomes impossible to complete. I'd missed one of the first heat machines (inside the first room, right next to the corridor entrance) and went through the whole map, all the way to the end, and defeated all the Nanobots, but only had Destroy Machinery (7/8). I went all the way back, found that heat machine, destroyed it, then went back to the end. Now I'm sitting here with Destroy Nanobots and Destroy Machinery all complete, with the next goal being "Protect Louisa's Hypothalamus." I don't seem to be able to trigger anything here (I'm guessing that this last goal is just to destroy the last group of Nanobots), and no exit syringe.

    This one might have been caused by something in the map not allowing me to defeat all of the Hypothalamus bots.

    This didn't happen my second time around, when I destroyed them in order, even though the last two heat machines were still up when I finished Protect Luisa's Hypothalamus.


    Bug
    Anywhere in the Brain stages when attacking Heat Machines and small Nanobots (using Force Cascade).
    When targeting one of the small, spider-like Nanobots, the emanation point of Force Cascade appears much lower than it usually does. When targeting and attacking the Heat Machines, you get a random emanation point, from several places surrounding your body.


    Bug?
    Millennium City, at the scene of the flaming people.
    After saving both Marty and Louisa, I turned the mission in to Silverback. He says "Let's go talk to Microman" so I go in there, talk to him, and it starts Steel Crusade: Brain Freeze
    all over again, starting with the same cutscene as before. This might just be where the content that's in ends, so it goes on accidental repeat?

    Not bug - turns out it just lets you do the mission over again. Har har.
    biffsig.jpg
  • jellycupsowbugjellycupsowbug Posts: 358 Arc User
    edited August 2014
    Bug: If an immolating citizen isn't killed by the dot, they cannot be sprayed properly. They will still get the charred texture, briefly, but then their normal textures return, and they become stuck in the "on fire" animation. This could cause confusion for players because they will look like valid mission objectives.

    This can be achieved by healing them, but I suspect that anything that can remove the dot before they die will cause it.
  • spiderdude4spiderdude4 Posts: 87 Arc User
    edited August 2014
    The real spooky thing is that Human Combustion actually happens in real life. :eek:

    The audio of the citizens burning and screaming really hits you hard, it captures that sense of terror. Also, the "inside body" instances, gross, but excellently designed. It actually reminded me of a computer game called "ReMission", where you play as a nanobot that fights harmful cells in the human body. Tested everything so far, and all bugs I noticed are already listed here. Great job guys, can't wait to see what's next!

    [SIGPIC][/SIGPIC]
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  • amyjiaamyjia Posts: 242 Arc User
    edited August 2014
    maleb666 wrote: »

    bug_zps3226e3d9.jpg

    Bug: It seems to be very possible to add new currencies to the currency inventory (for example the new Mechanon Coalition Recognition Currency.) However, an established currency that has been in the game for years is still not found there (Acclaim from the Hero games.) Is this on purpose or an oversight?
  • stellariodragonstellariodragon Posts: 588 Arc User
    edited August 2014
    Wow, loving what I'm seeing so far. Great work guys.

    My only complaint is by the end of the second victim, it felt a little like a slog to tear through the high-HP mooks repeatedly.

    By the second patient it did feel like this. I found myself wishing I had scarn's bane to remove the defiant stacks on the big guys. IMHO that's a good thing since it gets players to use strategy, but it does make it slightly monotonous. An idea would be to have a second randomized superhero arrive midway through the second patient (Silverback mentioned they found recruits) it would give a chance to re-use some b-list heroes (rocket haaawk~!) and make it feel less like a copy. Plus it's a daily--some random element would make it more exciting.

    Or maybe have them aggressively summon other nanites since they are supposed to be self-replicating.

    Why do the players return to MC outside of the cargo container and not next to the patents?

    Also the audio went out in a few places. If I zoomed in the camera it resumed, if I zoomed out it cut out.

    In the last dialog Silverback makes a pun on the word "small" but I think "small" was changed to "limited" so the pun doesn't work, but then he says he didn't mean to pun. Probably should just take out the sentence that says he didn't mean to pun--I don't really see him laughing with people screaming nearby, unless you're going really dark.

    BUG: A strong shield placed on the Fevered Citizens right before they burn up will allow them to stay alive and get stuck doing the arm flailing animation." Also some of them (NPCs croutching down) are marked as enemies and can be killed.

    BUG: Sound goes out in certain parts of the brain depending on location and camera zoom.

    Annoyance: Players re-enter MC outside the trailer off to the side.
    Annoyance: Second patient is too much like the first.

    All that aside, wow. That was pretty cool. I'm glad you guys are adding more cool stuff to CO. :3

    ((Also I vote for Giant growth and Shrinking auras that work with stacks of Concentration/Compassion/Manipulator/ in combat as recognition rewards... totally could fit in with the Steel Crusade since you're using Microman... ;3))
  • circleofpsi#4619 circleofpsi Posts: 2,961 Arc User
    edited August 2014
    General Feedback

    I like what I see so far. Need to play through a few more times to see if I find anymore bugs.

    I like the new chat bubble box that the nanobots use, and I hope that means in the future we can see some different chat bubbles in game, like that particular chat bubble being used for team chat bubbles, and maybe an emote chat bubble as well.

    New speech bubble?
    Psi.
  • gandalesgandales Posts: 340 Arc User
    edited August 2014
    Part two would benefit greatly from a boss battle. I'm surprised it didn't have one actually.

    Maybe a bigger 'hybrid' with skills from the bruiser drone and fire spider?

    I agree with the need of a miniboss at the end of each patient.

    For part 1: cooling should be aoe or make civilians easier to target

    For part 2: while I like it, it needs a bit more dramatism in colors and sounds. It needs to feel more like the idea of being inside a human body. Few antibodies would do wonders for the environment(I think there are some mobs models that could be used).

    The heating devices should show like they are heating, an aura or smoke.

    I am not expecting major changes, besides bughunting, given the timeframe, but it won't hurt to try.
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited August 2014
    For part 1, all you need to do is run around and click the Device.
    Ofcourse you may target the NPG members close by and civvies just about to burst in the flames also...
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  • ninjapiffninjapiff Posts: 283 Arc User
    edited August 2014
    BUG: The 'Fevered Drivers' (that is, the infected Purple Gang members nearby) turn from initially being hostile, to being friendly at stage 3 and 4 before they combust. Contrary, of course, to the civilians, who start off friendly, and turn hostile at stage 3.

    Also, regarding the civvies turning hostile: Dr. Silverback mentions that at stage 3 the infected individuals exhibit 'violent outbreaks' (or something like that, probably paraphrasing). The civvies didn't attack me, but I was using a level 40 toon; a character that far outleveled the level 18 civilians of that area. Therefore, they wouldn't have attacked me. I'll test it on a lower-level character, and see if they attack that one.

    Now, a question: What would be the plan for Steel Crusade? Would it always be an active mainstay in Millennium City? I ask, because the area where it is placed is used for a grand total of 0 missions. Count 'em. Wait... you can't. You can't count nothing.

    I was just wondering if you'd make this a permanent addition to Millennium City. I'd be nice to finally see something done with the North-Western area of City Center.
    It makes sense, if you don't think about it.
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  • ninjapiffninjapiff Posts: 283 Arc User
    edited August 2014
    Bug
    Anywhere in the Brain stages when attacking Heat Machines and small Nanobots (using Force Cascade).
    When targeting one of the small, spider-like Nanobots, the emanation point of Force Cascade appears much lower than it usually does. When targeting and attacking the Heat Machines, you get a random emanation point, from several places surrounding your body.

    Funny... that will sometime happen for me, not even when targeting Nanobots :rolleyes:
    Bug?
    Millennium City, at the scene of the flaming people.
    After saving both Marty and Louisa, I turned the mission in to Silverback. He says "Let's go talk to Microman" so I go in there, talk to him, and it starts Steel Crusade: Brain Freeze[/COLOR] all over again, starting with the same cutscene as before. This might just be where the content that's in ends, so it goes on accidental repeat?

    Well, these missions are meant to be repeatable. I'm unsure if it'll end up being a daily, or if you can actually complete them multiple times a day, but the former is most likely. We're able to do the missions over and over so we can more accurately test them, I'd reckon.
    It makes sense, if you don't think about it.
    __________________________________________________
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  • darkonyx88darkonyx88 Posts: 8 Arc User
    edited August 2014
    BUG: Can't change role in the Build menu, the dropdown box doesn't appear properly.Attachment not found.
  • canadascottcanadascott Posts: 1,257 Arc User
    edited August 2014
    Well...

    I think the first mission would be better if the timer condition was reversed, and you had to wait until the 1-2 second window just before they began to catch fire (when their dialogue balloons show up) before you could effectively use the spray. Then it would turn the mission into a bit more of a skill challenge. If you do that, you might also want to consider reducing the number of victims you needed to save, as failure would (obviously) be a lot higher.

    There's also a bit more dark humor involved in the PC needing to stalk victims until just the right moment to cure them. :)

    As others have mentioned, the second mission needs a mini-boss. A random nano with a passive evolved specifically to counter the attack types you've used the most in the mission.

    Beyond that, I didn't find anything that others didn't find. The brain map is a little annoying as the passage entrances are hard to find, but I've also done CoX cave missions. These ones got nothing on those. :)
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  • sistersiliconsistersilicon Posts: 1,687 Arc User
    edited August 2014
    As others have mentioned, the second mission needs a mini-boss. A random nano with a passive evolved specifically to counter the attack types you've used the most in the mission.

    That sounds like it would be bad for some ATs running solo.
    Beyond that, I didn't find anything that others didn't find. The brain map is a little annoying as the passage entrances are hard to find, but I've also done CoX cave missions. These ones got nothing on those. :)

    Twisty passages on a single level? Luxury. Back in my day, we had layer cake caves where a mob could be hiding in little nooks and crannies on any one of five different levels!
    Choose your enemies carefully, because they will define you / Make them interesting, because in some ways they will mind you
    They're not there in the beginning, but when your story ends / Gonna last with you longer than your friends
  • rstzedrstzed Posts: 147 Arc User
    edited August 2014
    First mission:

    Bug: The Cooling Device does not target a victim when clicked. This make it awkward to target and douse victims.

    Second mission:

    I used a Night Warrior toon and noticed the placement of most groups is so that Ricochet Throw will only hit two mobs in that group. I am not sure if this is a bug or deliberate. I lean towards deliberate.
  • canadascottcanadascott Posts: 1,257 Arc User
    edited August 2014
    That sounds like it would be bad for some ATs running solo.

    Hopefully, they'll have some spare damage boosts and heals. Additionally, the nano boss may need to have its health nudged down a bit. They can call for backup as well, but hopefully this wouldn't turn into another Poe. But it would be nice to have a few encounters that penalized attack spam.
    Twisty passages on a single level? Luxury. Back in my day, we had layer cake caves where a mob could be hiding in little nooks and crannies on any one of five different levels!

    There are reasons I left CoH after about a year and a half after launch. Those damn caves were a big part of them.
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  • chalupaoffurychalupaoffury Posts: 2,553 Arc User
    edited August 2014
    That cascade bug isn't unique to this content. Force cascade's had wonky emanation points for a good bit of time, I'm actually surprised y'all hadn't noticed them earlier. When I throw a gust first, the emanation swings around my hands rapidly. If it's a straight up charge, it can emanate from up to 3 feet to my left, or above my head, or sometimes I end up throwing crotch cascades.

    Especially you Dazee, your main is force. You never noticed that? It drives me up a friggin wall, throwing cascades from my right ear.
    In game, I am @EvilTaco. Happily killing purple gang members since May 2008.
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  • itsbrou#5396 itsbrou Posts: 1,778 Arc User
    edited August 2014
    -19 409 183
    Mil_Mechanon_Body_A

    There is a gap in the tunnel that lets you see outside the geometry.
    Brou in Cryptic games.
  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited August 2014
    A random nano with a passive evolved specifically to counter the attack types you've used the most in the mission.
    STO has something similar on Borg encounters and it's a bad idea.

    It its fully justified by STO canon lore, but while it does not makes Borg encounters any harder it makes them much more annoying and tedious - and that's in STO, where there are at least three different ways of working around increased resistances to specific damage type.

    Here in CO it will only punish toons limited to the one damage type while having absolutely no effect for multipower toons.
    As for archetypes in general, most of them are limited to only one damage type and only few of them have self-heals to endure this kind of slow, prolonged fight.

    In short, it will end with another Poe/Aq-whatevercan'trememberhisnameanyway-oth fight which equals pretty much forced teaming for this mission.

    Another reason why it's a bad idea is because this kind of resistance is hard to balance. If it's high enough to matter, it will screw all toons with the same damage type on their attacks. If it's not high enough, it's a pointless thing to do because it doesn't matter anyway.

    And finally, it will only result with another fight skewed in favor of the DPS toons, as it's just a DPS check - if they have numbers enough to tear through the resistance, they will barely notice. But woe to anyone else.

    Final miniboss for mission might be a good idea in itself, but not with this kind of passive.
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  • tditstdits Posts: 666 Arc User
    edited August 2014
    I agree with"Boss".. but yeah"adaptive boss" is only going to end in tears. "Boss with strong defensive passive"isn't great either, unless the HP is low accordingly and beating the resistance becomes the point (otherwise, you get a slog).

    ..also, crotch-cascades.Suddenly I picture that as an emanation point, with an obligatory pelvic thrust....

    One of my friends PnP characters was a PA with a crotch beam. Exactly as described.
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  • ninjapiffninjapiff Posts: 283 Arc User
    edited August 2014
    ..also, crotch-cascades.Suddenly I picture that as an emanation point, with an obligatory pelvic thrust....

    Only MORE reason to implement the first-ever Male-Only costume set: Codpieces, with the Pelvic Thrust Emote! Hallelujah!

    I should also mention, on par with the 'STO has the Borg' argument, that Mechanon himself is known to 'upgrade' himself after a failed attempt to take over Earth. It's the idea that every time you drive Mechanon away, he'll come back stronger.

    He's a lot like a less-successful Ultron, plus he 'enlists' other machines in his crusade to destroy all organic life.
    It makes sense, if you don't think about it.
    __________________________________________________
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  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    edited August 2014
    gradii wrote: »
    You sure you actually had gone through ALL the rooms? those hallways are HORRIBLY hard to find. I had the same issue at first.

    Yep, quite sure. The mission goals display showed that I'd destroyed all the nanobots.
    That cascade bug isn't unique to this content. Force cascade's had wonky emanation points for a good bit of time, I'm actually surprised y'all hadn't noticed them earlier. When I throw a gust first, the emanation swings around my hands rapidly. If it's a straight up charge, it can emanate from up to 3 feet to my left, or above my head, or sometimes I end up throwing crotch cascades.

    Yeah I've noticed it before, but it was never so obvious to me what the cause was til now. The way the emanation point is affected when attacking the heat machines was way worse than I'd ever seen before, so it was easy to nail down. So I took a closer look at it while playing the rest of the level, and noticed the slightly lower emanation while attacking the little guys. So maybe it's some kind of center-point that's off in some mobs, or maybe it's just the size that matters. :biggrin:
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  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited August 2014
    There are actually more nanobots than required to complete the mission so that can be misleading I think, Smackwell.
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  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    edited August 2014
    There are actually more nanobots than required to complete the mission so that can be misleading I think, Smackwell.

    Okay, well, I was in the room that the syringe was supposed to be in (it shows on the map even before the syringe appears). That's the room with the hypothalamus. When I killed all the bots in that room, it didn't show the short cutscene of the syringe, because it didn't count "Defend the Hypothalamus" as completed.

    Edit: D'oh! I'd taken a screenshot while I was at that last room, but forgot to take it with /screenshot_UI
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  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited August 2014
    Bug
    Louisa Kohl's Brain
    Mission becomes impossible to complete. I'd missed one of the first heat machines (inside the first room, right next to the corridor entrance) and went through the whole map, all the way to the end, and defeated all the Nanobots, but only had Destroy Machinery (7/8). I went all the way back, found that heat machine, destroyed it, then went back to the end. Now I'm sitting here with Destroy Nanobots and Destroy Machinery all complete, with the next goal being "Protect Louisa's Hypothalamus." I don't seem to be able to trigger anything here (I'm guessing that this last goal is just to destroy the last group of Nanobots), and no exit syringe.

    This didn't happen my second time around, when I destroyed them in order, even though the last two heat machines were still up when I finished Protect Luisa's Hypothalamus.

    You probably have to be in the final room when the final requirement completes to activate the cut scene. If you go back to something you missed and complete all the tasks then, you weren't in the right area to activate the end part.
  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    edited August 2014
    You probably have to be in the final room when the final requirement completes to activate the cut scene. If you go back to something you missed and complete all the tasks then, you weren't in the right area to activate the end part.

    I was in the final room when I defeated all the enemies. I know that, because in the final room, there are two heat machines, which you can destroy after completing the "Defend the Hypothalamus" mission goal. I cannot have gotten to 7/8 heat machines if I did not enter that final room. Further, like I stated above, I was in that final room, because I saw where the syringe appears, in the minimap.

    After I'd gone back and destroyed that last machine, I went back to the end, no syringe, nothing I could attack in the Hypothalamus room, went back to the beginning, back to the end, did that a couple times. Nothing. I exited the mission through the starting syringe, came back in, the mission had reset, this time I did everything in order, and there were no snags.
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