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Here's what's happening every time one of these invasions happens:
Qularr appear in groups of three or four. Twenty heroes descend on them and overkill them into a greasy smear on the floor. Maybe half a dozen people (or *one* team - teaming doesn't really help much) get credit for the kills. You can forget about building energy, nothing will live that long.
Later on, the bosses show up - those die in about five seconds each. Lag is insane because there's forty players here by now and they're all spamming their powers constantly. It's not really much of an invasion - more of a slaughterhouse.
We're massively overcrowded and overpowered here. There just aren't enough Qularr (or enough health on the ones that show up) for them to be any kind of opposition, or to give everybody a decent chance at getting kill credits. What needs to be done is to significantly increase both the number of Qularr that spawn, and the area over which they spawn, so that players are more spread out and have more to do. Doubling the health of all Qularr wouldn't hurt, either. I don't think anybody's really feeling challenged by them at the moment.
(I'm hoping that when I get as far as MI, there's going to be some legendary visitors)
Qularr appear in groups of three or four. Twenty heroes descend on them and overkill them into a greasy smear on the floor. Maybe half a dozen people (or *one* team - teaming doesn't really help much) get credit for the kills. You can forget about building energy, nothing will live that long.
Later on, the bosses show up - those die in about five seconds each. Lag is insane because there's forty players here by now and they're all spamming their powers constantly. It's not really much of an invasion - more of a slaughterhouse.
We're massively overcrowded and overpowered here. There just aren't enough Qularr (or enough health on the ones that show up) for them to be any kind of opposition, or to give everybody a decent chance at getting kill credits. What needs to be done is to significantly increase both the number of Qularr that spawn, and the area over which they spawn, so that players are more spread out and have more to do. Doubling the health of all Qularr wouldn't hurt, either. I don't think anybody's really feeling challenged by them at the moment.
(I'm hoping that when I get as far as MI, there's going to be some legendary visitors)
# 2
08-28-2009, 03:09 PM
Gotta agree with the OP. This isn't an invasion. We are overrunning them at their drop points. There should be a mercy rule in alien invasions.
# 3
08-28-2009, 03:20 PM
agreed...its a bit lame with the waiting...and instant deaths of the invaders.
.
.
# 4
08-28-2009, 03:33 PM
The devs need to turn back on the beacons, I hear they emit a sound that drives the Qularr CRAZY!
# 5
08-28-2009, 03:35 PM
We need to power up ALL of these beacons. They are emitting a high-frequiency sound that drives the Quilarr INSANE.
# 6
08-28-2009, 03:36 PM
Haha.
I'd expect this to be fixed during tonight's maintenance, or maybe tomorrow's.
I'd expect this to be fixed during tonight's maintenance, or maybe tomorrow's.
# 7
08-28-2009, 03:37 PM
Quote:
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Originally Posted by Hound_Archon
We need to power up ALL of these beacons. They are emitting a high-frequiency sound that drives the Quilarr INSANE.
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# 8
08-28-2009, 03:40 PM
Quote:
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Originally Posted by AriaOfTheSoul
You're right! They need to all be on, all the beacons! They emit a sound that drives the Qularr CRAZY!
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# 9
08-28-2009, 03:45 PM
So we're winning, woohoo!
# 10
08-28-2009, 03:54 PM
it is kinda frustrating waiting for it, I hope by sunday they've speed up the assaults
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