Heh, thanks for a starting point! I meant to start writing this earlier but I derped up and posted a thread with nothing on it. You don't mind if I paraphrase your information and credit you for it, do you?
(Also, not everyone has Gas Pellets and half the other moves you mention. :P)
Feel free to paraphrase, that was why it is a starting point. True also not everyone will have those particularly powers but having them can make a lot of difference to the alerts.
Something that might be worth mentioning: In certain Alerts, it's possible to target and attack enemies with long range powers before the force field goes down. Enemies defeated before the Alert starts do not count towards any counters in the mission.
For most of the Alerts where you can do this, it doesn't matter; the counter is just there to unlock a door, and the number of out of range enemies is sufficient. However, defeating even one enemy before a Trainstopping Alert starts guarantees failure, because it becomes impossible to defeat 20 foes when you start with less than that.
With regards to Bursts, the reward at the end scales: A level 6 only gets one Mod, and it will be Rank 1. I'm not sure the progression, but you get more and higher rank Mods as you level up.
In Hi Pan's rewards, you got the eyes backwards. The Right Eye boosts elecrtic damage, not the Left. Also, the Left Eye boosts Martial Arts damage (even ranged powers like Shuriken), not Melee damage.
In Harmon Labs, if you have the Teleport to Teammate device and are teamed with another member of the group, you can recover if defeated in the final fight and Teleport back in, assuming your teammate is still inside the force field. You cannot Teleport to people you aren't teamed with, and the Summin Teammates device will not pull teammates back inside the force field.
_________________________________________________ @flamingbunnyman in game. Formerly @Roderick in City of Heroes.
However, defeating even one enemy before a Trainstopping Alert starts guarantees failure, because it becomes impossible to defeat 20 foes when you start with less than that..
Good point. I've run into this one a couple of times.
One thing I learned recently that may be obvious to many, but not to all, is that bringing up your social window shows you the actual levels of the other PuGgers in your alert. While this has no direct effect, it can be good for you to know so that you can estimate how much of the train you will have to pull and what your likely chance of success will be. With a little practice, you'll get really good at guestimating that.
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Used to be coach on the forums. Still @coach in game.
Something that might be worth mentioning: In certain Alerts, it's possible to target and attack enemies with long range powers before the force field goes down. Enemies defeated before the Alert starts do not count towards any counters in the mission.
For most of the Alerts where you can do this, it doesn't matter; the counter is just there to unlock a door, and the number of out of range enemies is sufficient. However, defeating even one enemy before a Trainstopping Alert starts guarantees failure, because it becomes impossible to defeat 20 foes when you start with less than that.
It does not matter in Radiation Rumble, Dockside Dustup, Pyramid Power, or Stitch in Time. In fact, in Stitch in Time, these kills count towards the required number of defeated mobs.
It does not matter in Radiation Rumble, Dockside Dustup, Pyramid Power, or Stitch in Time. In fact, in Stitch in Time, these kills count towards the required number of defeated mobs.
It does matter in Trainstopping. From the starting point atop the bridge one can attack foes on the ground below before the alert starts. Doing so prevents you from getting credit for those foes for alert completion.
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Feel free to paraphrase, that was why it is a starting point. True also not everyone will have those particularly powers but having them can make a lot of difference to the alerts.
You might want to add in the rampage alert since it is still an alert.
For most of the Alerts where you can do this, it doesn't matter; the counter is just there to unlock a door, and the number of out of range enemies is sufficient. However, defeating even one enemy before a Trainstopping Alert starts guarantees failure, because it becomes impossible to defeat 20 foes when you start with less than that.
With regards to Bursts, the reward at the end scales: A level 6 only gets one Mod, and it will be Rank 1. I'm not sure the progression, but you get more and higher rank Mods as you level up.
In Hi Pan's rewards, you got the eyes backwards. The Right Eye boosts elecrtic damage, not the Left. Also, the Left Eye boosts Martial Arts damage (even ranged powers like Shuriken), not Melee damage.
In Harmon Labs, if you have the Teleport to Teammate device and are teamed with another member of the group, you can recover if defeated in the final fight and Teleport back in, assuming your teammate is still inside the force field. You cannot Teleport to people you aren't teamed with, and the Summin Teammates device will not pull teammates back inside the force field.
@flamingbunnyman in game. Formerly @Roderick in City of Heroes.
Good point. I've run into this one a couple of times.
Good job on the guide Slapperfish !
'Caine, miss you bud. Fly high.
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Used to be coach on the forums. Still @coach in game.
It does not matter in Radiation Rumble, Dockside Dustup, Pyramid Power, or Stitch in Time. In fact, in Stitch in Time, these kills count towards the required number of defeated mobs.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
It does matter in Trainstopping. From the starting point atop the bridge one can attack foes on the ground below before the alert starts. Doing so prevents you from getting credit for those foes for alert completion.
'Caine, miss you bud. Fly high.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
=^ _ ^= Kitty Lives!