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  1. #11
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    Quote Originally Posted by bigguy View Post
    Im also wondering why if before the dlc dropped the incursion round would not end before a hulker died then why cant it work that way now?
    because average group of players at single capture point shooting at a hulker would finish him in 20-30 secs before DLC5 and now we need combined firepower of up to 2/3 hunters at kenn farm to reliably kill a hulker before n00bs advance the wave by killing loads of afflicted.
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  2. #12
    also hulkers are the ones that drop then good stuff in incursions. so why people DONT kill them is beyond me :S

  3. #13
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    i play ps3 EU got all hulker kill's in 4-8 days i used a vbi AR with pryo and a fast fire'in sniper rifle with pryo on it or use a nade launcher

  4. #14
    Member Shadow Andreas's Avatar
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    Quote Originally Posted by DSW View Post
    because average group of players at single capture point shooting at a hulker would finish him in 20-30 secs before DLC5 and now we need combined firepower of up to 2/3 hunters at kenn farm to reliably kill a hulker before n00bs advance the wave by killing loads of afflicted.
    What DSW said.....now there are double the amount of inflicted and Trion did not increase the cap to advance the stage. So as all the inflicted die they progress the bar and complete the stage before the Hulkers are dead. Note that you just have to tag the Hulkers, you don't need to kill them, so if you are fast (when they show up) you can run and tag a few of them to increase your odds.


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  5. #15
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    I understand about the tagging but if none of them die it doesnt matter if they are tagged. On ps3 na people dont kill hulkers and it doesnt make sense i think we have some of the dumbest people on earth.

  6. #16
    Member Shadow Andreas's Avatar
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    Quote Originally Posted by bigguy View Post
    I understand about the tagging but if none of them die it doesnt matter if they are tagged. On ps3 na people dont kill hulkers and it doesnt make sense i think we have some of the dumbest people on earth.
    Sorry bigguy......there are times that the Hulkers don't die on 360 too. I set up camp on the south entrance (once it is up) and just focus fire on the front Hulker.....I tag the second and then go back to the first one.

    I really wish Trion would fix the issue by fixing the requirement on the progression bar.....but it is probably working as intended to make it more difficult to complete. Even though I no longer NEED the Hulkers I focus fire on them to try and help out everyone else.


    Console: X-Box 360 (US/NA)
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  7. #17
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    don't know why so many people are crying about the pursuit with the infected hulkers i had them all by the 2nd days of the new dlc dropping and people are still crying about not being able to get the kills to finish the pursuit a week later. i got 12 infected hulker kills at one incursion on the first day alone, they are not hard to get as long as you contribute to killing them instead of just getting a couple bullets into them and hoping other will finish them off for you.

    there is by far more things wrong with the game that trion can be fixing other than wasting time changing a pursuit only a small hand full of people are crying about that they are having problems with.

    maybe if the people like the OP would spend more time playing the game instead of crying about not being able to finish a pursuit on the forums they would have gotten the kill requirement by now?

  8. #18
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    Quote Originally Posted by Shadow Andreas View Post
    Sorry bigguy......there are times that the Hulkers don't die on 360 too. I set up camp on the south entrance (once it is up) and just focus fire on the front Hulker.....I tag the second and then go back to the first one.

    I really wish Trion would fix the issue by fixing the requirement on the progression bar.....but it is probably working as intended to make it more difficult to complete. Even though I no longer NEED the Hulkers I focus fire on them to try and help out everyone else.
    sometimes not a single hulker will die @ pc-eu too. or some dumb***** moron would kill Trembler or two when you've almost killed that big problem.

    if only they made it so you need to kill 1-2-3 hulkers, because with that ridiculous double-spawn there's no way that that much of big monkeys could stuck somewhere we can't shoot them at.

    Quote Originally Posted by Littleweasel View Post
    don't know why so many people are crying about the pursuit with the infected hulkers i had them all by the 2nd days of the new dlc dropping and people are still crying about not being able to get the kills to finish the pursuit a week later. i got 12 infected hulker kills at one incursion on the first day alone, they are not hard to get as long as you contribute to killing them instead of just getting a couple bullets into them and hoping other will finish them off for you.
    because with new spawn system hulkers only will spawn at second half of wave. so most of people already busy with afflicted and don't care about big guys anymore (or they just don't see them). i think it's more about that than those tag'n'switch guys. sometimes it's just too many idiots shooting 360° around and not hitting a single hulker in entire siege (i could guess that's who would be Stormtroopers in next SW movie).

    also it's too many people who don't read chat at all - even if you're in expert coop!
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  9. #19
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    Quote Originally Posted by Littleweasel View Post
    don't know why so many people are crying about the pursuit with the infected hulkers i had them all by the 2nd days of the new dlc dropping and people are still crying about not being able to get the kills to finish the pursuit a week later. i got 12 infected hulker kills at one incursion on the first day alone, they are not hard to get as long as you contribute to killing them instead of just getting a couple bullets into them and hoping other will finish them off for you.

    there is by far more things wrong with the game that trion can be fixing other than wasting time changing a pursuit only a small hand full of people are crying about that they are having problems with.

    maybe if the people like the OP would spend more time playing the game instead of crying about not being able to finish a pursuit on the forums they would have gotten the kill requirement by now?
    Keep in mind, there have been 3 hotfixes since it dropped, and maybe things have changed. There is also about to be 1.504 AGAIN...hopefully it works today.

    And, respect, respect...this type of calling everyone crybabies is frowned upon in these here forums so ease up on your tone...for your own good perhaps. You have no idea what other people are going thru. And at this point, the "team" has vanished for the most part so The Company is ignore the snot out of us again anyway.

  10. #20
    Quote Originally Posted by DSW View Post
    someone said that it was to prevent mobs that sometimes still stuck in walls/ground/etc to holding off wave progression.
    If this is true then they completely forgot about doing this with summoned arkfalls, I've had many instances where I cannot progress into the arkship because of a mob stuck inside geometry outside.

    So they should either write some nifty code that handles these flubs, or apply the "less than 100%" defeated requirement to all event content.

    Having the game work all different kinds of crazy is just... crazy.

    EDIT:
    Here's a crazy idea that just came to me after I made this post.
    How about events require 100% of the mobs defeated, much like summoned arkfalls work. Then, instead of inventing some complex code to address the possible problem of stuck mobs which will likely not work properly, just place some sort of "panic button" hovering above the ammo crate that each event has.

    This panic button will likely never be used on a regular basis because for most events, mobs don't get stuck, but if one does, then the code is written simply to do the following:

    If less than 10% of mobs defeated are left remaining then panic button becomes active, so that you can't sit there and simply shoot the button while all of the mobs are still walking around.

    To use the panic button, simply shoot at it until it breaks, just like how a Warmaster lock works so that a stray shot can't activate it, it needs a few seconds of concentrated fire in order to activate.

    When activated all mobs still active will be moved to spawn points, I.E. respawned, where folks can finish them off in order progress the event.

    That's it. A player controlled solution instead of a complicated piece of automated code.
    I play the PC version of Defiance and I do not PvP, ever. Understand that all of my comments are from that perspective.

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