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Cure Space no longer fun

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    JoenATL wrote:
    up until the patch yesterday 4 team members could work on the cubes, while one protected the kang. then when they got a cube they would help the hang, rinse and repeat and mission is completed.

    Last night anytime I went to play it we would get one cube down then it would say optional objective failed. Then as we worked on the second cube it would say mission failed, leave map. maybe we'd get like 6 of the 8 spheres on the second before it stopped. I did this with several different groups. The Raptors also did feel a good amount stronger.

    Maybe there was a ninja fix in the evening edition. I played Cure several times today and didnt have any problems, though the Autoteam bug seems to be back.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    boglejam wrote: »
    The addition of the optional secondary failure (Kang hull drops below 75% = fail)

    Did the devs come up with this as the same time as I did or did Mr Gozer see my suggestion and think "thats not a bad idea"?

    If its the latter im gonna get so much hate mail :P

    Good change Gozer.

    P.s. Elite is a bit hard. 4 tactical captains in a group and we couldnt keep on top of the spheres. Just saying.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Korhil wrote:

    Good change Gozer.

    On normal difficulty, I think most of us disagree with you.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    boglejam wrote: »
    On normal difficulty, I think most of us disagree with you.

    agreed. There is too much going on for another objective going on.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    boglejam wrote: »
    On normal difficulty, I think most of us disagree with you.

    Sorry you misunderstand me.

    I approve of an objective that prevents 5 tacs in escorts being the best group setup.

    After reading the posts in this thread tweaking may well be in order but the overall addition of the objective is something I approve of.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Well, I wonder if Gozer would consider maybe tuning the Kang must stay above line to 50% on normal and leave it at 75% on Elite? At least then a PUG might have a chance on normal.
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