Huh... seems flying heroes slowly sink while in the arena. Weird, and kind of annoying.
It's a bit strange that most of the rounds have no time limits -- and then suddenly, time limit.
And in some of the waves (Qularr for sure at least once), the cutscene to start up the next round started before we'd even killed everything.
The oxygen-raged Kzash (???) hounds are kind of awesome, though.
They sink because they are on the moon, like the moon base...I have no idea why that is, but at least they are consistant
The Hounds look Awesoe, i do agree. I just wish the Alert had a more epic feel. Your told it is supposed to be this great honor to battle there yet there is no one there to see you...oh well.
I will do this alert for the costume pieces or fork out the Globals in the Auction house.
Confirmed; just had this happen on Round 7. We cleared the arena and the game acted as if there were more mobs to be killed. Timer ran down, we lost.
I believe it was a PSI round.
@bwdares: Well... still frustrating to constantly sink, but, I suppose consistency is good. Thanks for the info!
Update on Bug: Tried this route twice now..kill them off quickly and go into the tunnel whilst they are spawning..either this or drag them back into tunnel, the final mob will spawn and you'll be able to progress.
However a more annoying bug is the one we reported in PTS >_>, namely the Ironclad/Duratok timer. It starts directly after the round before it is completed. So instead of starting the round with a comfortable 2:15 mins everyone is subjected to a post cutscene timer of around ~1:40 mins. Which in most circumstances is NOT enough to complete the duo.
However it is slightly possible with around .5 sec to spare...if you use extreme DPS....which not everyone can put out..especially in a NON level gated PUG style event...
The timer needs to be fixed so it starts AFTER the cutscene..like all the other timers...
Also..as a side note...this is yet another alert which pushes Tanks and Support Players to the side as well as melee players (in some instances). Shame really, I was hoping that this event would be aimed at least towards tanky builds since its all about Gladitorial combat etc...
Comments
This new alert should be fun considering that vehicles are allowed
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________
LOL
Ah, well.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
It's a bit strange that most of the rounds have no time limits -- and then suddenly, time limit.
And in some of the waves (Qularr for sure at least once), the cutscene to start up the next round started before we'd even killed everything.
The oxygen-raged Kzash (???) hounds are kind of awesome, though.
@brainstem
Causing the round to fail and making progression impossible.
Hotfix please
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________
They sink because they are on the moon, like the moon base...I have no idea why that is, but at least they are consistant
The Hounds look Awesoe, i do agree. I just wish the Alert had a more epic feel. Your told it is supposed to be this great honor to battle there yet there is no one there to see you...oh well.
I will do this alert for the costume pieces or fork out the Globals in the Auction house.
Confirmed; just had this happen on Round 7. We cleared the arena and the game acted as if there were more mobs to be killed. Timer ran down, we lost.
I believe it was a PSI round.
@bwdares: Well... still frustrating to constantly sink, but, I suppose consistency is good. Thanks for the info!
@brainstem
Update on Bug: Tried this route twice now..kill them off quickly and go into the tunnel whilst they are spawning..either this or drag them back into tunnel, the final mob will spawn and you'll be able to progress.
However a more annoying bug is the one we reported in PTS >_>, namely the Ironclad/Duratok timer. It starts directly after the round before it is completed. So instead of starting the round with a comfortable 2:15 mins everyone is subjected to a post cutscene timer of around ~1:40 mins. Which in most circumstances is NOT enough to complete the duo.
However it is slightly possible with around .5 sec to spare...if you use extreme DPS....which not everyone can put out..especially in a NON level gated PUG style event...
The timer needs to be fixed so it starts AFTER the cutscene..like all the other timers...
Also..as a side note...this is yet another alert which pushes Tanks and Support Players to the side as well as melee players (in some instances). Shame really, I was hoping that this event would be aimed at least towards tanky builds since its all about Gladitorial combat etc...
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________