Apollo sec path B and athena bug

Discussion in 'NOTD Discussion' started by Dante., Apr 27, 2012.

  1. Dante.

    Dante. New Member

    hello every1 =D
    one week ago i and a good team was doing apollo path B, we had all under control, when fighting athena, a tech trew a slow web, than a PO trew push, and athena just kept moving, slowly cuz of the web but moving, instead of get pushed... wtf happened?

    and after we killen athena, now with the new patch that needs 2 ppll to close domes, the whole team gone for it, but, we kinda had a huge problem... we closed airlock dome, fine, but there was so much mobs that we couldnt go back, than we opened the door near heli to head to the labs... BUT, another huge wave of mobs came and just didnt stop! huge amounts of red agrons (being red does it make difference?) and a lot of devourers and infested marines; this combination just roflstomp we all, we used all energy we got and couldnt finish the mission, and got -2 rating btw...

    any1 did break through after this patch?
  2. ArcturusV

    ArcturusV New Member

    Well the Devastators are key. And often what the preferred tactic isn't to move as a team (As that issue will pop up), but have the majority of the team hold one location. That forces the Mob AI to home in on them. And because of that if your runners go wide, they avoid the approach lanes the enemies are using and allows you to get close to the domes without having to power through a solid river of Infested necessarily. Particularly mobile classes like the Recon, Marksman, Sex Ops, and Pathfinder can sneak in pretty damned fast to the domes doing it this way.
  3. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Arc has it right. Leaving the rest of the team as "bait", the more nimble classes can run off to do domes, or if you're paranoid, the entire tram can move, but that draws the spawns to one location.
  4. Pyromaniac

    Pyromaniac Well-Known Member

    Another idea is to simply take the rating loss if time is not a factor. It really depends on what is valuable to you.
  5. Dante.

    Dante. New Member

    well, the more time u spent the more ammo u spend... so timing is precious too
  6. squish

    squish Well-Known Member

    tram? :)
  7. Lyanden

    Lyanden Well-Known Member

    RE: Ammo saving

    1. Some of the less essential firepower hold fire (X>F) and let the guys with big guns with devastators do most of the shooting

    2. Kite as a team to lure enemies while runners do their job as Kithrixx mentioned. The fact that the mobs will be coming at a slower pace at the team will mean only the devastators need to be shooting so the whole team can hold fire.

    3. Choose a team composition that is efficient on ammo. Either classes that deal a ton of damage per shot compared to most or classes not dependent on ammo for their damage dealing.

    I hear the AssMM is getting lots of love after his little transformation
    Technician's Black Dog works wonders as well
    So would a Assault Jump Path Finder (but he'd have to be relegated to close target removal given the faulty jump's being prone to misfiring)

    3a. With a supply station recon/support chem with their energy management talents.
    3b. 2 FA medics spamming restoration (will be an infinite stream of 30 energy for the team) while the energy reliant DPS talents work nonstop.
    (Saw this with Niteshade while he was OSOK marksman. He had so much energy, Nite resorted to OSOKing gargoyles and normal zombies to use his permanently full mana pool)

    4. Innovate your own styles.
    There is no single method of finishing any of the storylines. It's why we have the NA/EU/SEA methods for EC co, Hybrids like ArcanePariah's
    Marloe's Alpha guide, Jercy's Alpha runs etc etc.

    Who knows, we might get a Dante's Apollo method in the future if you guys keep at it.

    The key, I believe, is to enjoy looking for the solution and not be closed to unorthodoxed methods. :)
  8. Blaqk
    • Development Team
    • Webmaster/Ops

    Blaqk NOTD Staff: Operations and Web

    I will say you really do have to be good at Assassin Marksman to be of benefit in Apollo. You have to be able to survive with little/no support (which means good energy management and quick reflexes), be able to quickly pick targets out of mobs such as the many slashers, and you have to be able to not mono your teammates ever. The nature of the company doesn't lend itself as well to Assassin Marksmen so you either have to bend it over your knee or be a burden to your team by requiring constant attention.

    Aside from that, he's totally right. If you're having ammo problems in Apollo, you're doing it wrong. Non-weapon-based DPS classes should be on hold fire for a good portion of the game.
  9. ArcturusV

    ArcturusV New Member

    Or just break out the long rifles and sit in the Blue God Field of Infinite Ammo.

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