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#4921
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Contributed good during the boss part, no complaints. Definitely not a freeloader. That was an awesome fun run, seeing him come running back with like 10 aliens in tow, and more spawning all around him.What also made this interesting is that the wave phase went much faster, because almost all aliens spawned directly in the open "killing ground" at the foot of the hill. Plus, we two gunners never had to move and only had to keep firing at the killground, because all aliens focused on him, making us much more efficient at gunning them down. Nice tactic to keep in mind when you want a speedy boss run, and have a team that can make it work. Have to think a bit on how to pull this off on the more cramped levels like DR or Serpent wave phase. |
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#4922
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![]() The main idea that's coming to my head is that that's probably the most efficient way to farm mithril in a 3-player team. One player just has to be willing to sacrifice his/her alien kills to help speed up the rush phase, and even then, (s)he's not going to be all that bored, what with the rush you're gonna get from all the speedy movement ![]() Hey DBC...should you ever get tired of the "gunning", want to step up the "running"? ![]() I'm somewhat interested in acting as the runner too, so any pointers you have, lemme know please! |
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#4923
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I cannot remember any particular pattern he used.
And we can of course try that out ourselves, see what works best. Some things I think we need to pay attention to: 1) To use the hill with the long slope and the arch to the left, not the short one. 2) That the gunners are far enough up the hill to not attract the aliens from the spawnpoint directly at the hill's foot. 3) Seen from the hill, the artifact (spaceship, building?) in the center, a rock pillar behind it and another rock to the right and closer to the hill form kind of a triangle. As far as I remember, our runner stayed mostly in that triangle, occasionally venturing off to the left and out of sight, to draw any aliens in that spawned there. Give me a beep when you feel like testing it. --- Need to check if I have everything I want for a speed loadout, or if I have to buy some more stuff. |
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#4924
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![]() I'll ping you a little later this week - uni's gonna have me pinned down for a little while, so I can't afford to stay up late just yet. What would you define as a speed build? The Perseus combined with the STK results in 10 speed as long as you're not holding a weapon that slows you down. A Cygni with the STK results in a costant speed of 11, whereas using the FLOAT instead results in a base speed of 10, with a 30 second burst of 12. Relative to our turtle tendencies, 8 speed already feels quite fast...now I'm trying to picture what sort of supersonic bullet you had for a teammate in there o____O |
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#4925
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We can experiment around a bit, to finetune how much speed is needed to pull that off on Lair for starters, then other levels later.
I thought about using the Cygni, in combination with the STK.F pack which gives +1 SPD and +20% POW for your teammates. This totals you for 10 SPD, and your firepower is of secondary importance in this case. Perseus sounds like a good choice for the more cramped levels, where you most likely will get hit a few times. Also, this kind of loadout&teamplay might open a niche for the Grenadelauncher and Shotgun. Will have to test if the runner can benefit from a powerful shortrange weapon. For that, I will need a few days to gather more gold, just bought the LIT and upgraded it fully, down to 6 million and ~30 Mithril. And I think the less distractions for the runner, the better. So I would not use the FLOAT, because you need to pay attention to the ability now and then. |
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#4926
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#4927
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Sheinfell: good point about the Grenade Launchers, the splash damage may come in handy for the runner. That might also put the Crab on the table, as well as the Energy Glove to some extent.
Shotguns, that'd probably be the Morpheus hands down, but I'd also suggest the Windblade for its wide swing. It might depend on whether the runner wants to take out a strong enemy at close range, or alternatively attack a wider area to take out enemies coming too close to him/her. Point taken about the FLOAT pack being a distraction. I don't think anything can really touch you once you surpass a certain speed anyway... Arrow0x: technically, any sort of automatic weapon can replace the Crab/LIT07/glitched Nova if you just want to negate the M-27's start up - what you want is to have been holding the right stick for at least one second before changing to the M-27, because that's how long it takes to spin up. The reason I didn't suggest the Windblade was because it's a close-range weapon - if you're aiming to get damage on the boss, the other ones will suit that purpose better because of a greater effective range. |
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#4928
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Something completely different:
Finally had the time to mail this http://forums.toucharcade.com/showpo...postcount=4238 to Freyr. Waiting for their response. |
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#4929
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![]() On a sidenote...have you taken a look at the Freyr forums as of late? I'm starting to see some of your guide terminology and organisation ideas over there...I think we might have some Freyr forum guys looking over here too, which isn't necessarily a bad thing. Still sorta two different places though
Last edited by undead.exe; 08-06-2012 at 06:56 AM.. |
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#4930
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![]() Yes, I noticed that they have a "Match Setup" thread now, too. Didn't see anything else that reminds me of our stuff. If you see anything that looks like a blatant ripoff of things here (e.g. our guide), mind pointing me in that direction? Sharing information and directly copying someone else's work are two different things. |
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