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  1. #1
    Member AceRimmer's Avatar
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    What makes the biggest difference in the warmaster fight?

    Amount of people?
    Weapons-including dps.
    Ego levels?

    I've read the excellent "simple warmaster guide", a...I forget, it was a few days ago, maybe a week.
    I know about the bmg and volge weapons being mostly baddddddddd, how most people aim for the back, probably due to it being a bit easier to hit and destroy.

    But seeing as i've been in wm battles full of players, over 35, and we've lost, with it's health bar down to half, and yet another time, when a lovely lockbreaker turned up, there were only 16 of us, and we owned that wm.

    I really don't have time to check out each persons ego lv's, nor loadouts-plus they might change those at any moment- but what do y'all think is the biggest thing that helps destroy it...or maybe it's a combination?
    Smoke me a kipper, I'll be back for breakfast

  2. #2
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    my thoughts . . DPS
    I also think ego level plays a part

    I don't believe more players makes it easier, in fact I think it would make it worse, something about scaling, but I have nothing but personal experience, no data/facts to back that one

    in order of importance (my own )
    1. communication
    2. Weapons/DPS
    3. the right amount of players ( I personally think 16-18 is plenty)
    4. EGO level (this is more optional and not really important)

  3. #3
    Member Bonehead's Avatar
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    Experience and coordination.
    1.05 shotgun mag boost? REALLY?
    PC/NA&EU, too many toons to list.
    "If wishes were horses, we'd all be eating steak."- Jayne Cobb.
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  4. #4
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    Quote Originally Posted by AceRimmer View Post
    Amount of people?
    Weapons-including dps.
    Ego levels?

    I've read the excellent "simple warmaster guide", a...I forget, it was a few days ago, maybe a week.
    I know about the bmg and volge weapons being mostly baddddddddd, how most people aim for the back, probably due to it being a bit easier to hit and destroy.

    But seeing as i've been in wm battles full of players, over 35, and we've lost, with it's health bar down to half, and yet another time, when a lovely lockbreaker turned up, there were only 16 of us, and we owned that wm.

    I really don't have time to check out each persons ego lv's, nor loadouts-plus they might change those at any moment- but what do y'all think is the biggest thing that helps destroy it...or maybe it's a combination?
    I've done warmaster many many times and from what I have seen it is not just the amount of players, but it is the amount of high ego lvl players that have very strong weapons and know how to hit the back 90% of the time and or more. Example the last few days that I have done warmaster with 10 or more players from my clan all heavy hitters might I add, we have done well and killed him more times than we have not, what I have noticed is if we all are in there with lower egos its going to be really close and we might fail. This just happened today we had his shield off and down to just a hair of his health showing and he escaped.

    I chalk this up to the lower ego players that aren't and cant put out the damage needed to take him down. So what I am getting at is if you have all heavy hitters high egos at least 32 players then he should fall. But with a group of mixed high and low egos its touch and go and more than likely a fail.

    Just my opinion from what I have seen many times.

  5. #5
    Member Odessa's Avatar
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    1. EGO and weapon Level for damage, perks and boosts. These are actually really important, unless you want to wait for 40 people.
    2. High DPS weapons with the correct nanos. For instance, the Armor is almost always instantly off from someone with a Bio nano weapon, so I stick to Procing with my Ultimag Radiation until the Armor breaks. This helps soften him up for all other damage. Once the armor is off, I will either switch to my Radiation LMG with Damage and Crit points or my Vot Blast Rifle with Fire. This helps with health, softening up for other nanos and any damage dealt.
    3. Extract if downed, keep my distance to not have to. Also mind the spikes. If you see a damage spike in a decent location, toss down an ammo one. More time working on the monkey and less grabbing ammo.

    If you do a quick inspect around the room, you'll get an idea of who is going to be helping, and who basically needs someone else to make up for it.
    Platform: XBox 360 | Server: NA | Clan: Das Reboot
    Toons: Odessa (EGO 5881) | D1rk (EGO 5191) | C0r1nne (EGO 21xx) | Bella Dora (EGO 7xx) |

  6. #6
    Quote Originally Posted by AceRimmer View Post
    Amount of people?
    Weapons-including dps.
    Ego levels?

    I've read the excellent "simple warmaster guide", a...I forget, it was a few days ago, maybe a week.
    I know about the bmg and volge weapons being mostly baddddddddd, how most people aim for the back, probably due to it being a bit easier to hit and destroy.

    But seeing as i've been in wm battles full of players, over 35, and we've lost, with it's health bar down to half, and yet another time, when a lovely lockbreaker turned up, there were only 16 of us, and we owned that wm.

    I really don't have time to check out each persons ego lv's, nor loadouts-plus they might change those at any moment- but what do y'all think is the biggest thing that helps destroy it...or maybe it's a combination?
    Obviously, if someone can't keep up sustained damage and dies a lot, no matter what they won't be contributing too much. That said, a skilled person can't make up for lack of proper tools.

    The difference between 4750 EGO weapons--scaled up to that or not-- and EGO weapons around 5000 and up is pretty substantial. Then add: (1) many players as they level don't have a good weapon variety, especially when EGO's fly by from 0-2500; (2) Many weapons will be under the player's current EGO level, which in my experience means they do not scale as well upto 4750; (3) most players at the lower levels will not have weapons with the right nanos and mods too; (4) Most people who are scaled up to 4750 will not have all the best perks.

    All this together means the typical person in the 0-2500+ EGO range is not going to have nearly all the tools they need to maximize their potential damage.

    Assuming you have two decent players, I believe it's very likely a person with 5500+ weapons (most will probably have OJ's, and at least purples with decent mods) is going to do 3x or 5x more damage, if not a whole lot more, than the typical someone in the 0 to 2500+ EGO range. That's my thinking anyway.

  7. #7

  8. #8
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    Communication
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  9. #9
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    I've done about 30 of these so far. 29 of them have FAILED. Tonight we just did one and it FINALLY passed.

    The key was communication and telling people to get the proper load out. Even tho we had one "non-team player" who went after the locks and wouldn't stop, no matter how many times people yelled at him or shot at him.. we STILL got the WM down, but only had about 30 seconds of time left to spare.

    Another thing I noticed is people waiting around to get revived. DON"T! Either self revive or teleport out. If you teleport out, you lose 180 credits (big whoop there).. and you only go the top floor, so you just drop down again (and pick up ammo on the way if you need it).

    If people pay attention, use communication, and get in more than enough people (we had 26 tonight with varying ego levels), he IS do-able afterall. It just takes a LOT of DPS and A LOT of coordination.

  10. #10
    PC/NA Tonight right after the Season 2 premiere, multi-clan anti-warmaster romp that rocked. We killed him 3 times, right arm, left arm and back. Patience to get all personnel in, communication/coordination on spike use and target, and use of correct weapons all worked together for success. Fun and satisfying to take his Volge ganchi down!

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