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Thread: Arkfalls 2.0

  1. #11
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    I hardly ever see any other hellbugs at the final Arkfall, just main boss, a few archers and a few warriors. There should be loads more and they should also have the pod thingys, those things can be deadly so if they spawned as well it would bump up the difficulty.

    All i ever find myself doing is shooting the legs off/maws, shooting the bug that pops out / shoot monarch and finally kill the main bug. I really should be getting attacked or distracted by the hellbugs. I kind of think normal hellbugs just dont care about the helion etc.

  2. #12
    Senior Member fmarin83's Avatar
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    I love these suggestions! The arkfalls don't have enough difficulty since there are so many players there. The easiest one is "The Mother of all Hellbugs". The Monarch in the tv show was surrounded by her entire brood of hell bugs, as i feel the one in the major arkfall should aswell.

    Also second for more attacks from enemies but while they work on the animations, damage balancing, and any bugs that come in the way, they could just increase the amount of spawns on the majors by 30% or more.

    I would like to throw this idea out there:

    Since there are worth a lot of scrip and tech; why not have random mobs from other factions (ie: 99ers, Raiders, Mutants) show up in mass force and make it a massive battle for the tech than just seeing how can deal the most damage. Major ark falls are too easy when you compare it to how many players they attract imo
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  3. #13
    Senior Member Sdric's Avatar
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    I like the idea of having other factions join in from time to time.
    Some Bollwarks showing up during a hllbug Arkfall sure would make it a nice party

    P.S.
    Thanks for the positive feedback everybody
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  4. #14
    Member Blackwolfe's Avatar
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    Quote Originally Posted by Ferris View Post
    Mediocre idea, but the meteors constantly falling would not follow continuinity with how arkfalls actually work (see TV show or in-game)

    This should not be added or it would be un-true to the series unfortunately because I thought it would be good.
    Ever heard of razor rain? If not, watch the preview for next episode.
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  5. #15
    Quote Originally Posted by Sdric View Post
    *Death from the Skies

    -During the final Arkfall terraformed pieces of scrap keep falling from the skies!
    Those "meteors" deal about 1700 damage in a small area and knock players as well as NPCs down.

    -Cars hit by a meteor will get destroyed.


    *Enemies

    - The amount of enemies during the final encounter is increased by 30%.


    - Hellbug Warriors now know new attacks!

    -- Rush: After a short charge time the Hellbug Warrior crawls a 40 feet distance in high speed, knocking down players.

    --Eat the Face: After a short charge time the Hellbug Warrior jumps on a nearby player, knocking him down for 2 seconds, attacking him continuously with critical attacks.
    This attack can be interrutped by another player hitting the Hellbug with a melee attack.


    - Skitterlings
    --Now move 35% faster
    --Skitterlings now attack 25% more often!


    - Monarchs now know a new attack!

    -- Gather the pack!: The Monarch channels for 1.5 seconds, releasing a loud shout from his lunges that makes nearby players flinch.
    The shout spawns 8+ Skitterlings near the Monarch that gain a 30% movement speed boost for 3 seconds.




    Want it?
    I like this however for the monarch call to battle I would suggest the lower level full grown hell bugs with skitterlings. Even with speed bonuses etc one mele hit and their munched.

  6. #16
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    Quote Originally Posted by Sdric View Post
    *Grabs his Starship Troopers BlueRay*
    I know what I'll be watching later on today
    Pay attention to where Dizzy Flores was stationed for basic training, before transferring to Camp Arthur Currie.. your mind will be blown. xD

  7. #17
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    Quote Originally Posted by Epyon View Post
    I want this now lol, I figured arkfalls should be like this:
    https://www.youtube.com/watch?v=jPE00A6b9TY

    They need to be more overwhelming, feel dangerous you know?
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    ToV was beyond epic...


    Anyhoo....Ya! Cooler arkfalls! Give it to us!

    /continues to stare at Repede..(sp?)

  8. #18
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    Get's my vote!
    I would love to see this or any improvement on Arcfall difficulty.

    Sad to say it, but the greatest opposition at arcfalls.... Stupid Fellow Archunters, LOL

  9. #19
    Senior Member TIER ONE's Avatar
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    Quote Originally Posted by Epyon View Post
    I want this now lol, I figured arkfalls should be like this:
    https://www.youtube.com/watch?v=jPE00A6b9TY

    They need to be more overwhelming, feel dangerous you know?
    Now we're talkin!

  10. #20
    I like the idea of continuous falling objects, it would be fun if they actually fell through out the entire major arkfall area during the entire event. Also like the idea of competing factions for the arkfall, like Ep1 with the Spirit Raiders showing up, would also make a fun Clan vs Clan scenario.

    Have had a lot of ideas on how to make the arkfalls more engaging and more of a challenge than brushing your teeth.

    Matriarch needs more HP, remove the crit area from around the head and make it immune to damage with some Armor plates just change the Orange glow to a darker color and it would look good. Decrease damage taken by the body by about 30%. The event would start with a large mass of basic spawns and 2 monarchs with the Matriarch submerged.

    New attacks-
    Radiation/Acid Spray stays pretty much the same but a larger area of effect and make it more difficult to remove.

    Spawn Bombs (currently spawn skitterlings) now spawns blast pods based on number of people every 30 seconds.

    Adrenaline Discharge (the electrical charge up that currently happens) Shorts out all UI's within the area of the event for 6 seconds and increases damage of Players and adds by 20% for the same 6 seconds.

    Submerge at 75,50 and 25% health spawns 2 Monarchs and a swarm of Warriors, Archers and an army of skitterlings. Each Monarch will drop a Pheramone Pod (similar to the rocket launchers in the raider minor fall) that is a single charge grenade slot item, using this on the monarch makes any skitterlings in the area attack the Matriarch for the duration of that 25% of health doing no damage but they leave open wounds in her hide which become critical areas with a high multiplier much like the minor archfalls.

    Tethered Hellion with the giant arms make the only critical area the mouth and base damage on the body.

    New Attacks-
    Leg Sweep, each leg will sweep from left to right knocking back anyone it hits and doing about 1500 damage (enough to knock out an average shield).

    Leg Stomp, similar to what it does now but smaller area less knock back and one shots anyone it hits.

    Ruptured wounds, all of the areas that are shot to remove the legs spray the area in a 90 degree arc in front of them doing a DoT Acid damage, slowing movement and reducing damage dealt.

    Protect the young, this boss looks more like a Hellion Larvae to me, so when the Hellion spawns a swarm of 20+ Archers would come with it from the top of the body.

    Flying Hellion should fly about three times higher than it currently does, and move the critical area from the tail to the belly. This boss should be a focus of mobility when it is active.

    New Attacks-
    Acid Strafe, the hellion flies in a semi circle around the body spitting out a stream of Acid that covers a large area following the Hellions path it stays in a line on the ground, as a DOT Acid damage slowing movement and decreasing damage Dealt, less damage for moving through it than getting a direct hit from it.

    Devour, the hellion dives to the ground head first and anyone caught in the small area of effect is one shotted.

    Acid bomb, as a primary attack the hellion spits balls of acid that have the same effect as the Strafe but in smaller areas of effect.

    Scrapper More HP for the repair bot, and a force field on the arms while the repair bot is active (similar to the Dark matter shields they can shoot through but you have to destroy it to get to them). At the start all four arms should be active (no shield), and the damage they deal would be based on how many of the 4 arms are active and they should have a much increased aggro range at least 2/3s of the event area so at any time a player would be in range of 2-3 arms at once.

    If all 4 arms are active they all do base damage, but for each arm that is taken down the remaining arms would get a 30% damage and attack speed buff. For example at the start of the event the arms would do base damage, the last arm would have a 90% damage buff. During the repair phase it would be reverse. This would add a HUGE amount of strategy to this fight, you would not be able to ignore the first 2 arms once they where built to focus on the repair but. People would have to split up and play smart!

    Master Forge A Motherlode scale forge boss. Critical areas at a cluster of smaller eyes, along areas of the tail and the forge core. While the body is heavily armored vs. all damage the rear of the body has 90% damage reduction but the bosses attack can only come from the front 180 arc of the boss (Stomp as an exception)

    Non Boss Phases at 60 and 30% health
    Mass Production, the Forge stops moving and emits a force shield around its body, during this phase adds will spawn at fast rate, Mongrels spawn every 2 seconds, Heli Bots and the four legged things spawn every 10 seconds and a forge spawns every 30 seconds. The force shield has to be destroyed to stop the phase and should take 10-12 players 2- 2.5 minutes to bring down as a base line, once the force shield is down the Access panels to the forge core remain open for 6 seconds allowing for critical shots with a high multiplier.

    Primary Attack- Swipe, swipes both arms out in a 180 arc in front of the boss doing base damage and moderate knock back.

    Secondary Attack- Tail Blast, shoots a rapid fire group of shots from the end of its tail in a 90 degree arc

    Spawn Missile would spawn more of the nanites that have the same self detonate attack as the normal spawns but deals 1500 damage.

    Charged Blast, the tip of the tail glows red for 4 seconds to charge the attack which on release creates a blast of energy that will one shot anyone caught in the area of effect.

    Trample, the boss charges from where ever it is standing in a straight line dealing base damage and knocking back anyone caught in the area.

    Stomp, the forge jumps into the air and lands hard knocking every player and add in the area of the event prone and Dazes players removing the UI for 4 seconds.

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