+ Reply to Thread
Page 6 of 8 FirstFirst ... 4 5 6 7 8 LastLast
Results 51 to 60 of 71
  1. #51
    Indeed.


  2. #52
    I just wish they're fix the constant dc'ing when you go to enter. Make it a higher priority or something. It really stinks when I put down 4 batteries and I can't even get in. -______-
    Tai Kowen - PS3 NA

    Veteran Arkhunters
    ex-leader CA.

  3. #53
    Quote Originally Posted by stefanies View Post
    I just wish they're fix the constant dc'ing when you go to enter. Make it a higher priority or something. It really stinks when I put down 4 batteries and I can't even get in. -______-
    Yeah, that problem has been the main issue everyone has had with that dlc since it released. Now a year later it is still not fixed, nor is it a priority. I have already accepted that the season pass was a bust. It appears it will remain so. My suggestion is stop using your spikes an just join the ones that others call down. I started doing that and I was a happier person until they added the timers. Maybe it will work for you.

  4. #54
    Quote Originally Posted by Riz View Post
    The Warmaster, Arkbreak DLC, a good idea turned terribly bad... Stopped looking at it months ago after Trick's friendly note to why the WM had to get timers on the locks. A real waste of such a good idea, so promising, so nice, such a cool Raidboss.

    In theory: Getting all your friends and clanmates together and group up for some nice rewards.
    In practice: Losing half your friends to the terrible disco's, find the half of the other half back in another instance.

    In theory: Fight an exciting fight with good players against an equal enemy for good rewards.
    In practice: Fight a lost fight with random noobs against an overwhelming enemy for good rewards which are expected to be nerfed.

    Warmaster is endgame material. Like expert coops. They should simply put a requirement-cap on it. 5000 EGO seems like a nice cap. Under 5k EGO's should only be able to enter when part of a group lead by a 5k+, just like expert coops. That way only tutored and experienced people can take part in the Raid, or can be taken responsible for the noobs they bring in. Just like expert coops. If i bring in a below 5k EGO, i'll fight double as hard with my best load-out. And dont bring in BS like 'yeahhh, but people paid for that content', people also paid for Chimera-content and that got blocked off as well if not meeting the req's.

    Besides... Raidbosses in other games can also only be encountered after finishing the storyline and then be revisited and farmed for incredible loot-drops. Dont get the point of 500 EGO-people in that instance to begin with, got no business there.

    Still sad about the QM Zagger though. A true waste trashing it just to retrieve the mods who were worth more then the gun itself after nerf.

    Other games are not sandbox format like Defiance; equating the WM to a linear game's endgame raidbosses is pointless since the concept of "endgame" does not really exist in sandbox games. With enough skill or talent it is possible to engage successfully in events at any EGO level, that is the whole point of this format. Yes, it is different from the rigidly structured "Korean grind" style of play, it is supposed to be and that is the biggest part of the draw for many players.

    Likewise, equating Arkbreakers with Arktech Revolution is incorrect. They are not the same at all from a low to mid EGO point of view. Arktech Revolution enables access to the nano perks which are extremely handy for lower ego characters right away; the Chimaera stuff can be ignored and still get value out of the DLC on the open map.

    Arkbreakers on the other hand revolves around a grand total of three mass events that get old fast and offers very little outside of them. Cutting off access to one (or two since there are similar complaints about “noobs” in the new style minor arkbreaks) would pretty much gut the DLC.

    Coldfire is a nice concept for roleplay (which is not even in the game despite the RP draw of the TV series); microexplosive energy weapons are a classic in science fiction. Sadly the concept is implemented more effectively in the Defiant Few set (and odd as it sounds the flare pistol and cluster-x) than it is in the generally ill-tuned and broken coldfire weapons with their distribution problems (which is a shame, there is a lot of potential there).

    On top of that splintering the already small pool of players interested in monkeyhunts by way of private instances that hide them away is no way to drum up more interest in the events.

  5. #55
    Member Riz's Avatar
    Join Date
    Mar 2013
    Location
    Netherlands
    Posts
    511
    Quote Originally Posted by BC001 View Post
    Other games are not sandbox format like Defiance; equating the WM to a linear game's endgame raidbosses is pointless since the concept of "endgame" does not really exist in sandbox games. With enough skill or talent it is possible to engage successfully in events at any EGO level, that is the whole point of this format. Yes, it is different from the rigidly structured "Korean grind" style of play, it is supposed to be and that is the biggest part of the draw for many players.
    I agree most MMO's dont have endgame material like linear games have. BUT as soon as you put a level-cap on something inside your MMO, regardless of what section/DLC, you immediately make that part 'endgame material'. Expert coops are endgame material, period. You can buy the Arktech Revolution DLC as a below EGO 5000, but without the help of a high EGO friend you cannot play it. You cannot use those the weapons from those vendors, and i dont even recommend using Arkforge on upgrading weapons and rarity if you're below 5k EGO. The only thing Arktech Revolution brought to every player is those damned threat levels, which -in contrary to what you're saying- makes it impossible to compete with high EGO's as a lower EGO yourself. Even if you have the skill and talent, the boost aint enough, so the format fails.

    Quote Originally Posted by BC001 View Post
    Likewise, equating Arkbreakers with Arktech Revolution is incorrect. They are not the same at all from a low to mid EGO point of view. Arktech Revolution enables access to the nano perks which are extremely handy for lower ego characters right away; the Chimaera stuff can be ignored and still get value out of the DLC on the open map.
    What open map value does DLC 5 have? And i mean paid content, not the content everybody got stuffed into their stomachs. Nano-effects? As a low EGO? Mount Tam... You only need fire, maybe Bio if a high EGO is around. That's all, and those nano's are available to anyone from the start. I actually would like to see DLC2 equalled to DLC5, no 5000 EGO = no Warmaster. Learn the game first, listen to your leaders and behave like a good clanmember.


    Quote Originally Posted by BC001 View Post
    Coldfire is a nice concept for roleplay (which is not even in the game despite the RP draw of the TV series); microexplosive energy weapons are a classic in science fiction. Sadly the concept is implemented more effectively in the Defiant Few set (and odd as it sounds the flare pistol and cluster-x) than it is in the generally ill-tuned and broken coldfire weapons with their distribution problems (which is a shame, there is a lot of potential there).

    On top of that splintering the already small pool of players interested in monkeyhunts by way of private instances that hide them away is no way to drum up more interest in the events.
    I dont like role-playing, so thats a good thing. I play shooters to kill chyte and relax. Maybe thats why i find my profession of slaughtering and deboning quite relaxing. Dead things dont talk. And most vet's just dont want to play with noobs m8. I'm quite sure i'll be able to get 25-30 people into a Warmaster if i can guarantee them no Infectors, no BMG's and no LOCKBREAKING. The reason the WM has a small pool of players nowadays is not because they lost interest in fighting the monkey. It's because they lost interest in fighting the monkey with a room full of score-point-h0rny BMG-sukkers which make them fail to succeed in having a dead monkey at the end.

  6. #56
    Member
    Join Date
    Oct 2014
    Location
    NA
    Posts
    386
    Quote Originally Posted by squidgod2000 View Post
    I'm 95% sure that plate slicer, bio, shrill, etc have zero effect on the actual crystal armor. They do strip the armor plates WM gains after he drops from the wall, but standard raid damage + one or two guys with bio could handle that in seconds.
    Shrill grenades create opening in the armor. Plate slicer gives you ablative armor when shield breaks (so you don't die). Could use Purge synergy since it has life steal perk and combine that with arktek perks. Point is, there are different combinations/tools available to arkhunters that increase the chance to defeat the warmaster.

    Using iOS on iPhone so I can't quote the post about chimera/paradise weapons and having to be 5k ego to use. But, with the new option to downgrade weapons to your current ego you can purchase these from the vendor and drop their rating. Assuming you have the right currencies.

  7. #57
    Member
    Join Date
    Oct 2014
    Location
    NA
    Posts
    386
    Not just with warmaster but with all events in game. The tools are available even if you don't have dlc to be successful in defeating enemies. It's just a matter of learning and applying. A good example of this would be monolith bosses. The green ego boost. I see so many using it to run around just to get blown into the sky and die. Save the boost to attach the monolith or the dark matter guys. Boss dies much easier. Haha

  8. #58
    Member cyguy's Avatar
    Join Date
    Jul 2013
    Location
    Michigan
    Posts
    415
    I think a lot of people stopped doing the WM frankly because it takes a while, and you get anything of any note from it. Back when you needed the kill shot on the WM, everyone was mass firing at the thing. Everyone hit a major ark impact the moment it was spotted. Now a days, people just don't bother. Kill the WM, get a green weapon...oh joy. The rewards didn't outweigh the headache involved.

    People yelling at each other to take certain builds, or even some taking the time to explain what to use - they get ignored either way. You constantly see crimefighters, volge weapons, and BMG spam.

    Still, I'm with Riz. I play to relax and kill random stuff. Not to go into a WM and be blinded by BMG and volge weapon users.
    The Internet, where men are men, women are men and children are FBI agents.

  9. #59
    Member Lithova's Avatar
    Join Date
    Nov 2014
    Location
    Canada
    Posts
    584
    The best option like the game states is too round up some friends or join a clan (Cronus is recruiting >.>) and take on the Warmaster, read some of the Warmaster guides posted in these forums to assist with that battle. Here's a video to demonstrate Cronus taking on the WarMaster last night, its not hard to face off against it with an organized group.

    https://www.youtube.com/watch?v=tcOKxJS7Pzs

  10. #60
    Member SirServed's Avatar
    Join Date
    Dec 2013
    Location
    Fontana, CA
    Posts
    2,373
    Quote Originally Posted by Markeen
    Shrill grenades create opening in the armor.
    When they create an opening, they actually allow you to deal damage as if the target has 2.5 less armor plates and add 25% damage done. His armor plates usually get taken instantly, so the first effect won't matter and the second portion only works while he's standing on it. If a person in the raid is using Radiation, they can trigger the second effect on their own for everyone to share.

    Quote Originally Posted by Markeen
    Plate slicer gives you ablative armor when shield breaks (so you don't die).
    Plate Slicer effects are triggered by destroying Armor Plates, not Shields. The Warmaster's crystal armor (Armor Hardpoint) is not a Shield or Armor Plate. Just like other Volge have (namely Troopers and Viscera), this crystal armor has a set amount of mitigation that it will apply to ALL damage the Warmaster receives until it is destroyed. Troopers and Viscera will mitigate damage taken until they die. There are no resources we as players have access to in the game that allow us to bypass an enemy's innate damage mitigation. Moving along, the boss will immediately lose his Armor Plates when the fight starts and they only come back periodically. It would be a poor tactic at best to plan your survival in a possible 7 minute boss encounter around removing a periodic buff that the boss gains.

    Quote Originally Posted by Markeen
    Could use Purge synergy since it has life steal perk and combine that with arktek perks.
    This partially makes sense. Yes, a fully Purge modded weapon can heal you and Fire does the most damage to the boss. The downside is that you suffer a DPS loss (compared to other weapon choices) which can prolong the fight duration or possibly cause you to run out of time before the boss dies. Another issue is that when most players take damage during this fight, they die soon after. The Purge only works when your healing intake outweighs your damage intake.

    Vets make guides in hopes to steer newer or less experienced players in the right direction. I could go on about how most perks aren't very useful for this encounter but I'd probably be wasting my time. If you're going to use game mechanics to build an argument, it would be wise to understand how they actually work.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts