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Mechanon Fight FAQ

trailturtletrailturtle Posts: 5,496 Perfect World Employee
edited September 2014 in Super News Network
Got questions? Ask 'em here! We'll be compiling useful information to help clarify the Mechanon/Mega-Destroid fight that happens every hour.


-I strongly recommend that you work on getting all the Mega-Destroids low on health before you start actually downing them. Try to get them all down to 10% health or lower before you down the first one.

-Once Mechanon spawns, down the other Mega-Destroids as soon as possible. They'll get beefier as time goes by.

-Plasma Beam does not heal any of the enemies. They'll heal because of the buff stacks.
Post edited by Unknown User on
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Comments

  • solardynamosolardynamo Posts: 139 Arc User
    edited September 2014
    Thank you for starting this. My question...how do you survive a few seconds? Block or not...range or not...the Mega D's one-shot you.

    I actually fought Mechanon and survived the whole fight and we won....I actually felt like I did something on that one.
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  • guyhumualguyhumual Posts: 2,397 Arc User
    edited September 2014
    So here's my expeience in zone 2:

    got all the mega destroids down to one bar health, check

    Managed to take out three of them

    Liberated Mega Destroids start killing though blocks

    Liberated mega destroids start healing faster then we can damage them.

    Fight is unofficially over at the 11 minute mark as the LMD are impossible to defeat at this point.

    Zone 1, which was a win, took 18 minutes to complete. There is no chance for them to complete another zone. By the time they're finished there is no way they can help or even assist another in other zone.
  • baelogventurebaelogventure Posts: 520 Arc User
    edited September 2014
    Liberated Mega-Ds only happen when Mechanon's spider minions reach them.

    If you have dedicated spider-killers, you shouldn't see a Liberated Mega-D.
  • guyhumualguyhumual Posts: 2,397 Arc User
    edited September 2014
    Liberated Mega-Ds only happen when Mechanon's spider minions reach them.

    If you have dedicated spider-killers, you shouldn't see a Liberated Mega-D.

    I've run this event two times now. I have yet to see a spider
  • riveroceanriverocean Posts: 1,690 Arc User
    edited September 2014
    guyhumual wrote: »
    I've run this event two times now. I have yet to see a spider

    We had dedicated Spider Killers (coordinated through the Rampagers Channel) in Zone 1. They zipped around in their vehicles and killed the Spiders before they could reach the Destroids to upgrade them.

    This made a HUGE difference. Because non-liberated Destroids are lot easier to get rid of than the Liberated version.

    If you were in Zone #1 - that's probably why you didn't see them.
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  • solardynamosolardynamo Posts: 139 Arc User
    edited September 2014
    Run it 3 times...never seen a spider and people say there is no way to survive a Mega D at all. Really? So is getting one-shot multiple times the ONLY way to get through this event?
    inS6EEjxY0bBVXuqyVWD1NidpgxpduJXW5_YMzhL0zc?size=1280x960&size_mode=2
  • tsariastsarias Posts: 2 Arc User
    edited September 2014
    Run it 3 times...never seen a spider and people say there is no way to survive a Mega D at all. Really? So is getting one-shot multiple times the ONLY way to get through this event?

    wow.

    havent had a chance to sign in and try out this event yet... but... its beginning to sound like an exercise in futility. i mean if a full on dedicated tank cant turtle up and take a single hit then... needs to be some adjustments

    i -do- agree with the addition of the anti vehicle beams though. though were making mega d's cheap.
  • guyhumualguyhumual Posts: 2,397 Arc User
    edited September 2014
    riverocean wrote: »
    We had dedicated Spider Killers (coordinated through the Rampagers Channel) in Zone 1. They zipped around in their vehicles and killed the Spiders before they could reach the Destroids to upgrade them.

    This made a HUGE difference. Because non-liberated Destroids are lot easier to get rid of than the Liberated version.

    If you were in Zone #1 - that's probably why you didn't see them.
    I was in zone 2. on the edges of the fight, sniping the mega destroids. I did move between mega destroids to try to weaken them all. but at no point did I see a spider anywhere on the battle field. Might because there's so much visual noise? Maybe they came from the far side of the battle? Maybe they just glitched and I couldn't see them. I don't know.

    However, Mechanon loves telling us his battle plans in every other portion of this arch, I find it odd that he doesn't tell us that he's releasing spiders to hack the mega destroids.
  • riveroceanriverocean Posts: 1,690 Arc User
    edited September 2014
    guyhumual wrote: »
    I was in zone 2. on the edges of the fight, sniping the mega destroids. I did move between mega destroids to try to weaken them all. but at no point did I see a spider anywhere on the battle field. Might because there's so much visual noise? Maybe they came from the far side of the battle? Maybe they just glitched and I couldn't see them. I don't know.

    However, Mechanon loves telling us his battle plans in every other portion of this arch, I find it odd that he doesn't tell us that he's releasing spiders to hack the mega destroids.

    The spiders spawn at the bottom of the ramps and heads straight for the Mega-D's. The problem is people aren't paying attention. It's important to have some people stationed on those ramps to stomp the spiders...

    If that doesn't happen at each and every station, they will upgrade the Mega D's. At that point - things get much harder.
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  • baelogventurebaelogventure Posts: 520 Arc User
    edited September 2014
    tsarias wrote: »
    wow.

    havent had a chance to sign in and try out this event yet... but... its beginning to sound like an exercise in futility. i mean if a full on dedicated tank cant turtle up and take a single hit then... needs to be some adjustments

    i -do- agree with the addition of the anti vehicle beams though. though were making mega d's cheap.

    A full on tank can turtle up and survive a Mega-D...

    A Liberated Mega-D with a bunch of stacks, however, are another story.
  • supersharkssupersharks Posts: 103 Arc User
    edited September 2014
    The event is bugged right at the end. When everyone is fighting mechanon, most damage players do to him is ignored: I Can only think that its overflowing and the server can't handle it.
  • williamkonywilliamkony Posts: 582 Arc User
    edited September 2014
    Okay, so I only got to participate for about ten minutes in one fight due to having some other stuff to take care of, but...

    I ****in' LOVE this!!! Even the one-shotting... ESPECIALLY the one-shotting! It makes it so you need to avoid taking the damage in the first place. You have to watch for the tells on BOTH Destroids, and get behind cover to not get blasted. Using cover is something Champions has never really required before now, and I feel like I'm actually in a huge, climactic battle because of it, not just farming numbers.

    The organization required might be a bit more than the community's used to, which makes it substantially harder and kinda frustrating to a degree, but I'll be keeping a lookout for those spiders. I hadn't known about them, and it sounds like taking them out will make things a lot easier.

    This fight is a LOT more than just a spamfest, and I LOVE LOVE LOVE it. I REALLY hope to see more stuff like this in the future. :D Fire & Ice was a step in that direction, but this takes it to a whole new and amazing level. PLEASE keep it up!
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  • onlyepicwolfonlyepicwolf Posts: 94 Arc User
    edited September 2014
    Fix the crashing.

    People crash, sometimes in the middle or right at the end of the fight and get nothing for participating. We fight with others, hope to get into the ONLY instance which has a chance to win, crash and either not get back in on time or get nothing because the game crashed.
  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    edited September 2014
    I never saw a single spider either.... So... where exactly do they spawn? And what happens if the Mega-D is standing on the spawn point.

    And the zone I was in had the MEga-Ds get upgraded to 66.... at which point there was no chance. They had 16M HP and hit so hard they'd one-shot me through block. Yes, I was only side-kicked to 40, I'm not actually a 40. Yes, I'm a Grimoire, and they're squishy... So? getting one-shotted through block is nuts!!!!

    Oh and they apparently have attacks that have a longer range than my Eldritch blast. I once got KOed when not close enough to attack by a laser to the face that knocked me even further away....
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  • jonsillsjonsills Posts: 6,318 Arc User
    edited September 2014
    The one zone that can actually win is always full. It's basically down to the luck of the draw when you join the game.

    Everywhere else it becomes impossible, at least for the nonce. I haven't got the time to run an event over and over and over, and dying repeatedly gets very tiresome.

    Enjoy, those of you who really wanted this sort of thing; I'll bow out of the event and stick to running missions. This whole thing just isn't fun for me.
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  • zedbrightlander1zedbrightlander1 Posts: 3,797 Arc User
    edited September 2014
    Can anyone tell me if I'm correct that I spotted vehicles lined up on the parameter spamming Incendiary Rounds against these Spiders?

    It was something I was going to suggest even before I had seen this, I'm just not sure how quickly they, the spiders, were go down.

    So, if I understand this, the proper pattern to beat the clock is:

    1) Defend Champ HQ to keep the spiders from getting to the three Mega-Ds groups (North, South and West) from becoming liberated (which actually means under Mechanons control)

    2) While this is happening, keep beating down the Mega-Ds until the HP bar is low, but do not destroy them, yet...

    This is where I get confused. Is this where everyone attack Mechanon at once? Also, when do our heroes go back to attack the Mega-Ds to finish them off?
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  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited September 2014
    Can i be in a Zone that actually has enough people to fight them?
    ....

    You know what, remove the timer. People will quit anyway if the Megas aren't going down, after few hours. :biggrin:
    I just hate getting nothing for battling like this >< close to victory and failing because timer runneth out....
    Plasma Beam does not heal any of the enemies. They'll heal because of the buff stacks

    ^This. I can't count how many people yelled 'Not to use Vehicles'. Even after being told about the buffs....LoL.
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  • guyhumualguyhumual Posts: 2,397 Arc User
    edited September 2014
    Hopefully this update will fix this event somewhat.

    What would be nice is if the liberated mega destroyers initially started off as slightly weaker then the mega destroyers before ramping up to the unkillable machines I've had the misfortune of dealing with two times now.

    It would be nice if Mechanon told us his plans like he does in every other part of this arc. Something like "Releasing spiders" so people would know to watch for them.

    It would be nice if the Liberated Mega destroyers capped their health gains so they don't end up more powerful then Mechanon himself.

    Those are my suggestions to improve this event. Personally I'm surprised that even one zone was able to co-ordinate and succeed. From the descriptions I've seen it seems as though folks had top tier players and equipment and still took 18 minutes or so to defeat Mechanon. This talk about traveling to different zones to help others out is silly at this point as if top tier characters take that long to defeat one zone, the rest of the rabble isn't even going to be close to finished by the time their assistance becomes available.

    In the regular event usually the best I could do was 3 zones, as is, before this update, one zone seems optimistic.
  • guyhumualguyhumual Posts: 2,397 Arc User
    edited September 2014
    riverocean wrote: »
    The spiders spawn at the bottom of the ramps and heads straight for the Mega-D's. The problem is people aren't paying attention. It's important to have some people stationed on those ramps to stomp the spiders...
    Thank you. At least now I know where to look for them.
    riverocean wrote: »
    If that doesn't happen at each and every station, they will upgrade the Mega D's. At that point - things get much harder.

    Well unless this update changes things, I believe that should read: "At that point - thing get impossible."
  • edited September 2014
    This content has been removed.
  • senshibat01senshibat01 Posts: 595 Arc User
    edited September 2014
    Yes targeting selecting through troopers i saw a spider South.. and aggroed it away from working on Troopers and MEgas. I set pets on it old mission rewards ones.. to get it away from the Sonic AoE of the MEgas. it was just too busy a place to sort the first 5 runs and fails until a victory.. then it was impossible to control the next zones were out of had by then.

    i held way back at max sight range to get a lock on for PA DPS and charged up a rocket. The spider wasent as strong as i thought or i got my advantages in early .. normal set ups dont work

    two megas a spot soak up too much time unless a whole team is at each cardinal direction instead of 80 at the entry to Champs camping the loot circle..

    Last time i checked it never mattered who touched the spot for a claim first. When these events meant travelin a whole map to help and team like the First BloodMoon.. you had to work more cohesively to set up spawns.. now people arent jumping in to finish those they are map hopping for outside drops,, because the interior takes a real team of 5 and work time..

    ?The MEgas take so much focus.. die far too many times from sonic attack bubbles over lapping tryign to target mobs and sort cluter to make spider id simpler. BOOM.. respawn repeat.. its just joy kill at that level trying to find a map thats open set up then this.. 12 mega d perk is well erned my LVL 40s didnt do much more then my new 14s with this mess of lag preventing blocks from raising up or constant MEGA D out of range messages when its right there is serious targetign issue.
  • nbkxsnbkxs Posts: 776 Arc User
    edited September 2014
    Follow the simple rules, and you will win; if you don't then you fail.

    1. Keep mega d's hp ~even, take them all down equally.
    2. Have spider sweepers.
    3. Ignore Mechanon until the mega ds are down.
    4. Get off of your rides to fight him to avoid plasma immunity.
    5. Win.

    XS
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  • pharephare Posts: 14 Arc User
    edited September 2014
    nbkxs wrote: »
    Follow the simple rules, and you will win; if you don't then you fail.

    1. Keep mega d's hp ~even, take them all down equally.
    2. Have spider sweepers.
    3. Ignore Mechanon until the mega ds are down.
    4. Get off of your rides to fight him to avoid plasma immunity.
    5. Win.

    XS

    This works. Now if they upped the good loot chances.. that would be nice.. 20 mins of fighting for 200q... meh.
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  • zedbrightlander1zedbrightlander1 Posts: 3,797 Arc User
    edited September 2014
    Thought I'd share this here.

    How We Took Down Mechanon
    http://co-forum.perfectworld.com/showthread.php?t=289541

    Just thought I'd mention that Zed was not part of the We above. I'm just sharing a tread.
    ZedBlock-200.jpg
  • guyhumualguyhumual Posts: 2,397 Arc User
    edited September 2014
    nbkxs wrote: »
    Follow the simple rules, and you will win; if you don't then you fail.

    1. Keep mega d's hp ~even, take them all down equally.
    2. Have spider sweepers.
    3. Ignore Mechanon until the mega ds are down.
    4. Get off of your rides to fight him to avoid plasma immunity.
    5. Win.

    XS

    You forgot:

    0.5. Get into a zone with good players running the event.
    0.6. Have no one accidentally kill a mega destroyer early.
    0.7. Have rides to begin with that you can get off of later.
    0.8. Have everyone, with no in game explanations, know exactly what's going to happen.
  • zedbrightlander1zedbrightlander1 Posts: 3,797 Arc User
    edited September 2014
    Here is a question:

    Do the spiders continually spawn or is this a one time occurrence during the total combat of this timed OM?
    ZedBlock-200.jpg
  • zedbrightlander1zedbrightlander1 Posts: 3,797 Arc User
    edited September 2014
    btw - TT that first line should be larger - What do you guys think, is a 5 big enough?

    I strongly recommend that you work on getting all the Mega-Destroids low on health before you start actually downing them. Try to get them all down to 10% health or lower before you down the first one.
    ZedBlock-200.jpg
  • dialamxdialamx Posts: 940 Arc User
    edited September 2014
    So everyone keeps screaming "Don't use PB, it heals him!"

    Trailturtle says "No it doesn't"

    Everyone screams "Don't use PB, it makes him immune!"

    I still see him taking constant damage, and never see "Immune" pop up with the damage numbers, but I stop, as well as everyone else, and just use the other weapons equipped.

    Now people are screaming "Don't use vehicles at all, ALL vehicle weapons make him immune!"

    So can we get some official clarification on this? Because I have yet to see him become immune to any form of damage, and the zone I'm in always wins, even though people are using vehicles.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited September 2014
    There is a bug that occurs when a critter gets more than some number of stacks of buffs and debuffs (how many is unclear, it's in the 700-1,000 range). As far as I know, it doesn't matter what the effect actually is. Said bug causes the target to take vastly reduced damage (it may just reduce plasma shear damage to 1 and have no other effects, I haven't parsed in detail).
  • jimhsuajimhsua Posts: 1 Arc User
    edited September 2014
    There is a bug that occurs when a critter gets more than some number of stacks of buffs and debuffs (how many is unclear, it's in the 700-1,000 range). As far as I know, it doesn't matter what the effect actually is. Said bug causes the target to take vastly reduced damage (it may just reduce plasma shear damage to 1 and have no other effects, I haven't parsed in detail).

    The more pressing bug is that a single plasma beam maintains ALL the stacks of shear currently on the target. That needs to be addressed immediately, for the purposes of the event.
  • onlyepicwolfonlyepicwolf Posts: 94 Arc User
    edited September 2014
    Awesome, 3rd reward down the drain thanks to the crashes. Lovely event, really is.
  • somebobsomebob Posts: 980 Arc User
    edited September 2014
    jimhsua wrote: »
    The more pressing bug is that a single plasma beam maintains ALL the stacks of shear currently on the target. That needs to be addressed immediately, for the purposes of the event.

    That's pretty much it right there. Something is up with it on Mechanon. Completely.
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  • riveroceanriverocean Posts: 1,690 Arc User
    edited September 2014
    nbkxs wrote: »
    Follow the simple rules, and you will win; if you don't then you fail.

    1. Keep mega d's hp ~even, take them all down equally.
    2. Have spider sweepers.
    3. Ignore Mechanon until the mega ds are down.
    4. Get off of your rides to fight him to avoid plasma immunity.
    5. Win.

    XS


    I agree. I got lucky and was in zone with people who were organized a couple of times. The times I was in zones where no one was paying any attention was indeed frustrating.

    But I'm not upset. This is a for real zone type of raid. Typical in almost any MMO around. The issues we're having are that CO players are not used to team tactics. This isn't about "trinity" it's about paying attention and following directions.

    I don' t think it should be changed at all. If this game is going to grow, we have to have content that is of a caliber found in other MMO's. Otherwise we won't attract and keep players.
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  • ussharringtonussharrington Posts: 32 Arc User
    edited September 2014
    If taking down the spiders is as important as it sounds then I figure it's probably worthwhile using

    /bind <key> <Target Name>

    to target them in the confusion of battle.

    Can anybody tell us the <Target Name> for these spider bots?
  • zedbrightlander1zedbrightlander1 Posts: 3,797 Arc User
    edited September 2014
    riverocean wrote: »
    I agree. I got lucky and was in zone with people who were organized a couple of times. The times I was in zones where no one was paying any attention was indeed frustrating.

    But I'm not upset. This is a for real zone type of raid. Typical in almost any MMO around. The issues we're having are that CO players are not used to team tactics. This isn't about "trinity" it's about paying attention and following directions.

    I don' t think it should be changed at all. If this game is going to grow, we have to have content that is of a caliber found in other MMO's. Otherwise we won't attract and keep players.

    I just got lucky too. I checked and found room for one more in Zone 1 and jumped in. Staked out the south side of Champs HQ and tagged myself in once the Mega-Ds dropped. Kept checking to make sure the group of heroes and vehicles were not getting the Mega-Ds too low in HPs.

    When the spiders appeared, I switched from Mega-Ds and spammed them with Incendiary Rounds, along with other heroes, until they were all down. I switched back to the Mega-Ds spammed my Incendiary Rounds and in only a few attacks the whole group move toward the west. Mechanon took quite a while. Almost did not make it. Seriously, it was ticking down like time bomb.

    Whew!

    I hope the rest of you guys get lucky like me.
    ZedBlock-200.jpg
  • xydaxydaxydaxyda Posts: 817 Arc User
    edited September 2014
    How long does it take the spiders to reach and liberate the Mega-Ds after they appear? I have not been able to log in and give this stuff a try yet, but I will be soon!
  • williamkonywilliamkony Posts: 582 Arc User
    edited September 2014
    There is a bug that occurs when a critter gets more than some number of stacks of buffs and debuffs (how many is unclear, it's in the 700-1,000 range). As far as I know, it doesn't matter what the effect actually is. Said bug causes the target to take vastly reduced damage (it may just reduce plasma shear damage to 1 and have no other effects, I haven't parsed in detail).

    My theory is that it's an issue of how many ticks of damage the enemy is taking. Plasma Beam does its high DPS via a massive quantity of small ticks of damage... With SO many people attacking with Plasma Beam at once, the game gets overwhelmed by how many ticks there are, and can't keep up with every hit, so only a certain number of those ticks are let through at once. Since they're all pretty small hits, but are the most rapid, they're the ones getting through, whereas higher-damage attacks and various debuffs are often ignored unless the user lucks out and gets a shot in when the game's willing to accept another tick of damage.

    It's not a game mechanic of any kind, it's an overload on the game itself.

    That's just my theory, of course, but in my mind, all signs point to that being the case. I don't run the mission in a vehicle, and frequently see my attacks getting ignored when there are lots and lots of people attacking (which, of course, results in those high Plasma Beam stacks). When a shot DOES get through, only one tick of my two-part attack (Sonic Arrow) will actually register, and the other half is ignored. I'll also have Teleiosaurus Pheromones up, and will occasionally see their 800-or-so damage tick pop up with much less frequency than their actual attacks.
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited September 2014
    My theory is that it's an issue of how many ticks of damage the enemy is taking.
    While this is possible, I have triggered bugs in the past by building up high numbers of stacks -- several years ago (back when dodge chance scaled with activation time), I used tics of an instant damage power to build up stacks of escalating reflexes (triggered by a failed dodge -- which, for an instant power, always happens), and it slowed down and eventually stopped building stacks somewhere around 900 stacks.
  • baelogventurebaelogventure Posts: 520 Arc User
    edited September 2014
    At a certain point with the high number of Plasma Shear stacks, you stop seeing ALL damage from other weapons.

    You don't even get floaters from them or explosion animations, like with AA Missiles.

    It's just like shooting into a empty void, since nothing happens.
  • mbauccombaucco Posts: 20 Arc User
    edited September 2014
    If you're not in zone 1, forget it. People are actually asking players to leave the zone they're playing in if they're not fighting Mechanon.

    This "open world" event is quickly becoming an ad hoc raid for level 40s. :P
  • williamkonywilliamkony Posts: 582 Arc User
    edited September 2014
    While this is possible, I have triggered bugs in the past by building up high numbers of stacks -- several years ago (back when dodge chance scaled with activation time), I used tics of an instant damage power to build up stacks of escalating reflexes (triggered by a failed dodge -- which, for an instant power, always happens), and it slowed down and eventually stopped building stacks somewhere around 900 stacks.

    Hm... I wonder, then, if attack ticks are "effects" just like a stack of Plasma Shear or Escalating Reflexes, just not displayed in the buff icon list, and an enemy can only handle so many effects in general at one time.
    Dasher@Tool-box, donning his armor to prance into battle and blitz the enemy! No joke!
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    Vixon@Tool-box, frighteningly eager to summon despair for his adversaries!
    Jebin Zedalu@Tool-box, elementalist weaponmaster. ...One of these things is not like the others!
  • supersharkssupersharks Posts: 103 Arc User
    edited September 2014
    My theory is that it's an issue of how many ticks of damage the enemy is taking. Plasma Beam does its high DPS via a massive quantity of small ticks of damage... With SO many people attacking with Plasma Beam at once, the game gets overwhelmed by how many ticks there are, and can't keep up with every hit, so only a certain number of those ticks are let through at once. Since they're all pretty small hits, but are the most rapid, they're the ones getting through, whereas higher-damage attacks and various debuffs are often ignored unless the user lucks out and gets a shot in when the game's willing to accept another tick of damage.

    It's not a game mechanic of any kind, it's an overload on the game itself.

    That's just my theory, of course, but in my mind, all signs point to that being the case. I don't run the mission in a vehicle, and frequently see my attacks getting ignored when there are lots and lots of people attacking (which, of course, results in those high Plasma Beam stacks). When a shot DOES get through, only one tick of my two-part attack (Sonic Arrow) will actually register, and the other half is ignored. I'll also have Teleiosaurus Pheromones up, and will occasionally see their 800-or-so damage tick pop up with much less frequency than their actual attacks.

    I think you hit the nail on the head here.

    this is the 'immunity' a lot of people are reporting. its not immunity: its damage overflow. the game can't handle all the attacks on mechanon due to all the plasma beam spam causing attacks to overflow.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited September 2014
    My guess is that the game, when applying an effect (such as damage), has to check every status effect currently on the target and apply each one. In order to avoid degenerate game-crashing bugs, the game also assigns a maximum amount of cpu time that may be spent in this calculation. Exceed that limit and the tic fails.
  • draogndraogn Posts: 1,269 Arc User
    edited September 2014
    For a fight that is such a pita, the rewards are still a joke.

    Out of 4 attempts so far each attempt has yielded 6 mech recognition tokens, 60,000 resources, and 400 Q, and one useless white action figure, on the first attempt there was nothing for me to loot.
  • warcanchwarcanch Posts: 1,143 Arc User
    edited September 2014
    riverocean wrote: »
    I agree. I got lucky and was in zone with people who were organized a couple of times. The times I was in zones where no one was paying any attention was indeed frustrating.

    But I'm not upset. This is a for real zone type of raid. Typical in almost any MMO around. The issues we're having are that CO players are not used to team tactics. This isn't about "trinity" it's about paying attention and following directions.

    I don' t think it should be changed at all. If this game is going to grow, we have to have content that is of a caliber found in other MMO's. Otherwise we won't attract and keep players.

    Good comments that I agree with.

    I did 2 in zones 2 and 4. No organization at all. Did a third one in 2 and helped to coordinate it. It didn't clear exactly as planned, but we actually did beat Zone 1 in downing Mechanon.

    So, a little coordination, some paying attention to "call outs", and it's doable. I like it.
    .

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  • jonsillsjonsills Posts: 6,318 Arc User
    edited September 2014
    It does not help, however, when someone prematurely declares the mission a failure.

    I was bored, so I decided to give this one last fling - dug up the toon I had a Fire Ant on, and prepared to immolate spiders with Incendiary Rounds (Mk 2!). I was on my way back from my second respawn when someone started shouting in Zone that the mission had failed. A lot of people bailed at that point, for another zone that "still had a chance."

    When the timer lapsed, one Liberated Mega-D was at a sliver of health. Mechanon was still up, but damaged. Had people not fled, we might have pulled one out there by the skin of our spandex. As they had, well...
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  • jaazaniah1jaazaniah1 Posts: 5,554 Arc User
    edited September 2014
    Was in Zone 2 3 times this evening. First time the Liberated MDs got started early and it failed. Next time better coordination taking down the regular MDs at an even rate. Defeated Mechanon with 2 minutes to spare. 3rd time even better coordination. Mechanon finished with ca. 5 minutes to spare. Zone 1's got nothing on Zone 2 :wink: I expect by the end of the anniversary3 zones will successfully be completing this event.

    Got to admit the rewards were lackluster (is it too early that the reward tables for Halloween will be updated with useful stuff?).

    I only noticed dead spiders at the end. Probably because I was mostly above the MDs. I'll look for them next time.
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  • williamkonywilliamkony Posts: 582 Arc User
    edited September 2014
    Take a slog of a fight, make it worse. Add more one-shots because hey, one-shots - because it's always more fun to experience the game from the pavement-cam! Make a timer that means its impossible to complete more than one zone per hour, and make even that a chancy proposition.

    Make sure rewards have a good chance to be really lackluster and not remotely worth the effort invested.

    Because that's balanced, worthwhile content, right?

    No. Wrong.

    Utter disappointment. Kill the timer. Reduce the one-shots. Maybe then I'll care enough to try again.

    As it stands, it's not worth the annoyance to bother with it.

    Steel Crusade deserved a better wrap-up than this. Truly.

    Keep the one-shots. Keep 'em keep 'em keep 'em. I love the need to find cover, it makes the battle feel less mindless. They have tells that let you know when to duck out of the way. :( I like having some challenging content. Let us difficulty-mongers have something.
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  • zedbrightlander1zedbrightlander1 Posts: 3,797 Arc User
    edited September 2014
    jonsills wrote: »
    It does not help, however, when someone prematurely declares the mission a failure.

    I was bored, so I decided to give this one last fling - dug up the toon I had a Fire Ant on, and prepared to immolate spiders with Incendiary Rounds (Mk 2!). I was on my way back from my second respawn when someone started shouting in Zone that the mission had failed. A lot of people bailed at that point, for another zone that "still had a chance."

    When the timer lapsed, one Liberated Mega-D was at a sliver of health. Mechanon was still up, but damaged. Had people not fled, we might have pulled one out there by the skin of our spandex. As they had, well...

    That's so sad Jon. I was just in instance 2 and these guys manage to follow the system laid out in this thread.

    Like you I was spamming the Mega-Ds with Incendiary Rounds Mk 2 on a Fire Ant. When they each dropped below the last third HPs, I move to keep an eye out for those spiders. Spotted one and rapid-fired IRs in the hopes I could splash-burn the others. Seems the West and North groups had a split decision. Seemed like exactly 50 heroes took down each of the unaltered Mega-Ds in short order, then went against the two freed Mega-D, which did not fall down quickly at all, but quick enough.

    Still do not know if Mechanon takes more damage from Vehicle weapons or or from Superhero Powers, so Zed Brightlightning ditched the bike and poured his electric DPS down from above. It was another nail-biter, but - WHEW! - just in time.

    Gonna try it one more time before bed. Good Luck Everybody! :smile:
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