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Infected: Some tactics and suggestions for Cryptic

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited March 2010 in The Academy
The opening space battle is fun. Loved it. Good job cryptic.

I could have lived without the gray hairs that the ground mission gave me.

Just some suggestions (tactics that worked for me and members from my fleet and suggestions for Cryptic).

Space battle:

1- Make sure you have a healer. An Engineering officer with a star cruiser is your best bet. Extend shields saves.
2- Take out the conduit first. Stops probes from swarming you.
3- If you are an escort. Jam Sensors seemed to work really well against the cubes. Dont hit it right away take a little bit of damage and hit it to save a bit of damage from the cruisers.
4- Healers need to be watching their team bar. Stay close. (and others need to be aware of how far away from the healers you are. It would help if more than one cruiser had extend shields.

Ground:

1- Do not run in like you are the one man savior of the universe. You will die quickly.
2- Try different kits. What worked really well for hitting the interlinks is one tactical toss a smoke bomb on it and the other tactical stealth, buff up and one maybe 2 shot those.
3- Elites need to drop first. They one shot your shields.
4- Work as a team. Stick together. Target the same targets and take them down quickly.
5- Communicate. If someone has ventrillo, use it. Its hard to type out which guy you are going after.
6- Turn your graphics down. I know it stinks. It comes in handy during the last room when you have to jump. More than one in my party died because they lag jumped and hit the plasma.

Suggestions for Cryptic to make this fun and keep the replay ability:

1- Place the interlinks in spots that are a little more noticeable than half in a wall along the doorway you just walked in.
2- Less numbers of borg. Increase their difficulty to compensate.
3- Fix their pathing so they dont keep coming through rooms just wandering after a wipe. Have them return to where they are supposed to be. \
4- A Bridge officer tip on how to use the terminals. I figured it out quickly, just some people dont understand the concept of activating them at the same time.
5- An indicator as to what you need to activate. Like in every other mission for continuities sake. Took me 5 minutes to get people to understand these columns were not just a part of the wall.

Bugs:

1- Team mates got stuck in a wall in a part of it and couldnt be hit but could do damage. Was funny to see, yet I know its a bug.
2- Could not team up with a KDF faction person. Really wanted to. Would have been fun. Dont know if they removed that feature. Could have sworn we were going to be able to.

Over all its a decent instance besides the gray hairs. :) Thanks cryptic. And I hope the tips help at least one other person out there.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Desdecardo wrote: »
    4- A Bridge officer tip on how to use the terminals. I figured it out quickly, just some people dont understand the concept of activating them at the same time.

    If people do not understand how to use the terminals how did they get into the last area then? Well?

    To get into the last area the team had to do exactly the same as required on the platforms (end-boss room).
    Entering the last area is only possible if three team-members simultaneous enter the codes at the terminals. So how can someone Not find out exactly the same has to be done in the end-bosses room?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    For me this was more of a anoyance than fun , this is a game so it should be fun.

    1 Remove some of the spawns
    or
    2 Remove the spawn timer
    or
    3 Let us take down our away team or at least 2 of them.
    or
    4 Allow 7 players to team up.

    (ideally a open instance would be great)



    End Boss:

    1 Remove the plasma water
    or
    2 Make the jumps into a walkway ramp

    Definetly remove the focefield wall!

    Still would be a challenge but ultimately fun , i dont want a platform type incident with awful controls and lag.

    At the moment i cant see many returning to do this 3 or 4 times but just the once.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Yes, this IS an MMO... I'm not good at twitch-jumping. If you've got lag, you're dead. Literally.

    And relying on four other people to make each jump too makes me sad.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Jeni wrote: »
    Yes, this IS an MMO... I'm not good at twitch-jumping. If you've got lag, you're dead. Literally.

    And relying on four other people to make each jump too makes me sad.

    I agree with you. There are some platforms that are easier to get to and some that dont involve much jumping.

    Unfortunately, I had to switch to half resolution to cut down on lag made jumping easier.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    capraibex wrote:
    If people do not understand how to use the terminals how did they get into the last area then? Well?

    To get into the last area the team had to do exactly the same as required on the platforms (end-boss room).
    Entering the last area is only possible if three team-members simultaneous enter the codes at the terminals. So how can someone Not find out exactly the same has to be done in the end-bosses room?

    You dont know what to do in the room. We stood on the center platform knocking down Borg until I got bored and started jumping around on the platforms and got within a meter of one of the terminals. You cant see the terminals. There isnt anything indicating that they are there. Same as the initial shield you have to drop.

    Also having a good group is a must. Some people dont understand the concept of team work or how to activate things or remember what to do. :) 2 people knowing what to do wont cut it. Everyone needs to be on the ball. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Desdecardo wrote: »
    The opening space battle is fun. Loved it. Good job cryptic.

    I could have lived without the gray hairs that the ground mission gave me.

    Just some suggestions (tactics that worked for me and members from my fleet and suggestions for Cryptic).

    Space battle:

    1- Make sure you have a healer. An Engineering officer with a star cruiser is your best bet. Extend shields saves.
    2- Take out the conduit first. Stops probes from swarming you.
    3- If you are an escort. Jam Sensors seemed to work really well against the cubes. Dont hit it right away take a little bit of damage and hit it to save a bit of damage from the cruisers.
    4- Healers need to be watching their team bar. Stay close. (and others need to be aware of how far away from the healers you are. It would help if more than one cruiser had extend shields.

    ...

    I just want to say this: /facepalm I can solo the entire space battle part, including the tactical cube, barely taking a single hit and then only from probes and spheres.

    Double the number of mobs at each type (16probes, 8 spheres, 4 cubes) and link everything (don't let me single pull anything). If I shoot the hub, have the entire borg collective target and annihilate me as they would. As is, I can shoot (and destroy) their transwarp hub and all they want to do is fly in a pretty circle around it playing follow the leader. Followed shortly thereafter by me kiling them all off one at a time.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I'd like to add this, COMMUNICATE. You don't really need a voice program, although it is handy. But listen to the group leader, and do your job. For instance, the terminals. There should be 3 people chosen whose job it is is to hit them. The same people, every time. The other 2 bodyguard. If you don't have vent, the team leader should take the middle one. The other 2 terminalers watch the leader who says "Ready?" and maybe a 3 count. WATCH HER. You will see the leader access the terminal, you will HEAR the code being punched. That's when YOU hit it to. It's not complicated, you just need 3 people without lag.

    Don't get discouraged, it may take a time or 2 to get synced up right. That's ok. Take your time, listen, work with each other, get the job done.

    Edited to add this. When you fail because 1 guy keeps trying to hit all the terminals by himself, keeps running into the plasma, aggroes entire rooms before you're ready, and generally just screws things up, don't blame it on 'the GD buggy game!". Credit where credit is due. Human stupidity is NOT a bug, and Cryptic can NOT fix it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Just a quick tip that may seem totally obvious to some, but I didn't realize until probably hour 2 of my second attempt at that last room with a PuG. Having not encountered many, if any at all, ground environments where jumping, and jumping well, meant the difference between life and insta-death, I did not have much practice in this department. So, here goes: you jump higher and farther if you hold the space bar down for the duration of your jump. I know! Shocking, huh? Like console games of yore (Super Mario Bros. comes to mind), if you let go of the 'jump button' mid-jump, you immediately lose inertia and height. Keep this in mind when you're leaping from platform to platform, and when you have to hop those mini-fences of doom that sometimes line the main walkways.

    Oh, and another tidbit: I find it much easier to jump those things one at a time. Single-file cuts down on the chance of random friendly collisions and the push-back that could knock you, or them, off the side of a platform.

    Ooh! oh! One more: I also found all this precision jumping to be MUCH easier if I turned off the 'auto-target attacker' option. And, try to keep your target clear while hopping from platform to platform since sudden target changes can change your toon's orientation, and can mess up directional movement controls.

    have fun!

    d3n
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Desdecardo wrote: »
    4- A Bridge officer tip on how to use the terminals. I figured it out quickly, just some people dont understand the concept of activating them at the same time.

    What I have done successfully is show how it is done on the consoles after the first boss. Anyone that doesn't know how the last boss works, I make them do the consoles at the same time so they understand.
    It also helps to put someone in charge of a count. We always have someone that counts down (3...2...1...go!) so everyone knows to wait for their count.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    We don't even count any more. There's a lot of flexibilty in the timing so if the three of you just rely on the middle guy always starting and when you hear the "dee dee dee dee dee dee" typing noise, the outer two people start hitting it. Works flawlessly without vent or typing 3,2,1,go!

    Have 3 designated clickers, and the other 2 are borg hunters. It goes very fast that way.
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