Save the Earth!
- A new alert has been added into the alert rotation, Save the Earth!
- This alert pits you against your Nemesis, in spaaacceee!
- This mission is accessed through the alert window, and a daily mission can be found for it on alert coordinator contacts.
- This alert will run for 2 weeks then go into regular Alert rotation.
- It is suggested you have a Nemesis! Although it will pick a default nemesis if the alert leader does not have one.
This alert has three different ways to complete it:
- Defeating your Nemesis and acquiring the laser shutdown codes from them.
- Overriding all of the terminals and shutting down the laser manually.
- Destroying the laser's powersource.
These methods range in difficulty, and will grant rolls on different reward tables depending on which one you complete. You will not gain more currency or better rewards, but there will be different costumes, perks and other aesthetic options based on your choice.
Known issues:
- Dialogue for Nemesis is not currently in and is using placeholder stuff.
- Cutscenes are not in.
- Some rewards are in, but the unique rewards based on path are not.
- Most Perks are not displaying for alert completion.
- The console at the start of the mission isn't very helpful.
- We are still tweaking numbers/health on enemies.
Nemesis Store
- Nemesis tokens have been retired. The old store will stick around, but the tokens will no longer drop in game. There will be no conversion.
- Nemesis Recognition has been added in its place.
- Updated the Nemesis store to have more store categories.
Know Issues: The emote store currently does not display anything.Until Space Station
- Added a alerts coordinator contact on the bridge.
- Added Champion and Nemesis recognition stores.
- Removed the Mechanon Coalition exchange store.
- Moved the tailor into the lounge.
Misc
- Added additional perks for defeating Shadow Destroyer in Nemesis Confrontation.
- Vigilance now also requires completing the Save the Earth! mission.
Comments
Can we do something about this? Should it go to the next person with a nem? Nemesis alerts seem to always run the same...red demon thing for everyone.
Is there a way we can get new default nems? Or something?
-Sterga
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Make sure you have the pick your zone option ticked, or you will be thrown out every time.
My super cool CC build and how to use it.
Update on this: Kaiserin said that she'll look into this issue for us.
- 825,000 health on each of the 4 Force Fields seems excessive. That phase felt like a slog even with heavy-hitting DPS builds.
- The forcefield's green wireframe repel hits fairly late, after the wireframe disappears. It doesn't seem very intuitive for someone who is unfamiliar with the timing.
- The respawn time of the mobs seems pretty fast. I imagine pickup groups will have trouble, though the spawn frequency may be intentional.
- If the nemesis spawns on the opposite side of the platform (from where the last Force Field was destroyed), the nemesis will not agro and the team can ignore it if they choose to destroy the laser core. Engaging the nemesis seems like it would be in the spirit of the alert.
- On a run with robot minions, their Concussor Beams repelled us off the platform onto the electrified floor. Minion type has a large effect on the difficulty of that phase.
- I don't know if this one is intentional, or if we just overlooked a mechanic. Entering the laser core in the final phase stacks a debuff that kills anyone within a few seconds. If players choose the destroy-the-core option, melee is mostly useless. Ranged can (usually) reach the core from a safe distance. We tried using the objects in the first room (Narcola and Stabilization Belt), but they did not prevent the damage.
- We appreciate the Space Rock, and will not take it for granite.
And some bugs:
- Players are auto-kicked from the alert. I understand this bug is known and being addressed.
- On multiple robot minion runs, in the opening hallway, one of the mandatory 25 kills spawned in the next room, behind the door. We could not progress until it clipped back into the hallway or was killed with PBAoEs.
- Once a player activates one of the two teleporters in the final room, the other one becomes unavailable. This is a problem if players activate the teleporter on the far side. If a player is defeated and respawns, the only way to reach the far teleporter is to run across the electrified floor (which will kill most builds without heavy healing/health).
Does this really have to be a part of Vigilance?
At least add in a little more Questionite Ore to compensate for additional Alert.
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1. If any member of the team has a nemesis, give it priority over defaults
2. Nemesis default contest sounds great
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Of course, this is purely selfish as I have a few characters that are so far away from the Bronze Age perk that this would help them out immensely. (Need Bronze Age, Silver Age, and Gold Age to get Modern Age to purchase the Phoenix Tear self-resurrection device)
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"Okay, you're DEAD, what do you do NEXT?"
Sonova .....
I will rent my awesomly evil nemeses to everyone who don't have one yet. Cos DefaultNemeses are much suxxor...
And how is the nemesis determined? Who pops in 1st?....
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
And enable Weaponskins for Nemeses....
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
> Does this mean you'd update Nemesis/Minions themselves to have more recent power changes/sets(Earth/Wind/Heavy Weapons?), synergy (Offense/Defense types, example Might could use Unstoppable or Defiant Passive with relative roles) and adjustments?
Yes to this, this would be a good opportunity to update the nemesis system. Also option to rename your nemesis would be more than welcome.
Gotta ask as: Vig is available at level 20, with save the earth option included. But save the earth only appearing as an option level 30 on PTS. Eagerly waiting to test what happens when the team tries to go 3 different ways!
Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.
Supporter of the Titan Project.
Ew... Default Nems. Can we not have those unless no one on the team has a Nem? The best part of Nem alerts is actually seeing your Nemesis, not the terrible Gener-o-trons.
"Cutscenes are not in."
Great. Keep them out. I don't care how awesome you think they are or how much anyone on PTS gushes over them, complaints-a-plenty will be up by the end of the first run. Oh, and stop putting that giant wall of crap at the beginning of Alerts. No one cares. No one reads it. The chances of even having time to read it before the mission starts are probably low.
"We are still tweaking numbers/health on enemies."
Obligatory reminder that PTS testers are generally the game's expert players that will also essentially act as a pre-made group. Content you want to be PUGable without much fuss should not be balanced for them. Especially since this is part of Vigilance. If you want it to be "challenging" make it a new Rampage that can reward any of the tokens from the other four Rampages. That would be swell.
Also: Perhaps it's time to change Vigilance to reward Q based on simply doing X number of different custom Alerts? Maybe after every four unique alerts, you get 10K q? Or something else more expansion friendly?
"Nemesis tokens have been retired. The old store will stick around, but the tokens will no longer drop in game. There will be no conversion."
That sucks. Also kind of disappointing that people who love and put up with the gimpy, neglected Nemesis system are basically being punished for having spent so much time playing the game. Why no, I don't care about the possibility of getting all of the rewards as soon as the content launches. So what? The people who have enough tokens to buy everything on day one are still going to play the hell out of this new alert. Unless the new alert is f---ing awful and more buggy than the regular missions.
[at]riviania Member since Aug 2009
BUG: The repel explosion thing doesnt fire half the time. Bubble happens, nothing after ( tho oddly often a slight knock towards the core )
BUG: Console method for winning doesnt work. We had all 4 consoles disabled and nothing happened. Also they say "activate main consoles" but there were no other consoles that activated.
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- the consoles on the lower floor often don't disable turret shields
- the alert doesn't finish when using the consoles on the top floor at exactly the same time
- concussor beam still repels on the top floor
- ball lightning can't apply ions on objects (of course not really a problem with this alert, but it's more important now)
My super cool CC build and how to use it.
So please, feel free to not add cutscenes and just have the guys pop some speech bubbles or some flyby text over the course of the encounter. Due to the nature of nemeses, I highly doubt there will be any voice acting, so all the cutscenes will have to offer is [random nemesis] pointing at you while bobbing his head up and down as a speech bubble pops up. No thanks to that.
Would it be at all possible to loop through the players and pick the first one with a Nemesis instead of just referencing the group leader? That way, the default, we-just-hit-the-random-button-in-the-character-generator nemeses would only be used as a last resort.
I hope you take into consideration that most players on the PTS are not only veterans as a few others have mentioned, but also, likely decked out in all the best stuff. In contrast, people from live may not even be level 40, much less wearing full gcr gear packed with all the best rank 9 mods.
Unless of course this is meant to be a 40-only alert, in which case a little extra challenge is fine. (But such an alert shouldn't be in rotation with the rest, but instead, separate somehow)
Not sure if this is considered on topic. I just haven’t seen updates to nemesis stuff in some time.
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Block timing explained
Someday...maybe...
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
-Sterga
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-Sterga
Epic Stronghold
Block timing explained
I ran the place with some randos and it went just fine. Doing the standard "beat the boss" is easily puggable. The other two will require some coordination.
My super cool CC build and how to use it.