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Colicoid War Games


Vinaya's Avatar


Vinaya
01.06.2012 , 04:59 PM | #1
The turret event at the beginning of the Colicoid War Games is simply not fun. Players are dropped into the turrets with no instructions, no warning, and even with a group that fully understands the deal, it's not easy. Following that, the traps and gate puzzles are just annoying, and the Hazard Droids bug out on their doors. My knowledge of what's after all this is sadly limited, as after our third wipe (two to turrets one to being knocked off the ledge by hazard bots) we collectively decided it just wasn't worth the trouble.

I personally think the instance is a failed experiment and should be replaced, but if that's not really an option then the turret event needs very clear instructions and to be made a touch more forgiving on new groups. The Hazard Bots need to lose the knockback and shields need to just go down and stay down when clicked.
I just figure that every time someone dies and it's not me, my odds of survival go up. ~Jack

Iwipe's Avatar


Iwipe
01.06.2012 , 05:01 PM | #2
I enjoyed this flashpoint. It was something out of the box. The turrets were abit challenging but you can have a healer step off their turret and just heal the remaining 3 on the turrets.

There is no need to remove this instance if you don't enjoy it, there will be others that do.

Vinaya's Avatar


Vinaya
01.06.2012 , 05:11 PM | #3
Quote: Originally Posted by Iwipe View Post
I enjoyed this flashpoint. It was something out of the box. The turrets were abit challenging but you can have a healer step off their turret and just heal the remaining 3 on the turrets.

There is no need to remove this instance if you don't enjoy it, there will be others that do.
Blizzard learned in WoW that players as a rule (not all, but many) don't enjoy forced vehicle style fights. Ex: Coliseum 5 man, they hard to nerf all of the teeth out before it was even remotely accepted. Much more success can be found through only having a small number of players in vehicles, that way people who like them can use them and others can do their traditional job. Ex: Gunship battle, only 20% of any given group had to be in a vehicle, and the goals were well displayed clear. 30 seconds of reading tooltips told you everything you needed to know. In CWG it took me a few tries to figure out that right clicking on anything would dismount you, and that in fact no buttons at all are necessary other than aiming. Additionally, the lack of control over actual firing was irksome.
I just figure that every time someone dies and it's not me, my odds of survival go up. ~Jack

SirArion's Avatar


SirArion
01.06.2012 , 05:51 PM | #4
I enjoyed this FP, I thought the turrets were fun and easy to use (point and they auto-fire). I was healer so I just started in a turret killing with the group and then popped out to heal when needed.

I enjoyed the puzzle aspect of the FP but I admit that I didn't like having to stand there and hold the gates open while others fought but it was interesting.

I think you are correct in that there needs to be better instruction for the turrets. Knowing that they auto-fire rather than left click would save parties from wiping their first attempt as they all pop out of the turret on the first left click and have to wait those 2-4 seconds to get back in.

That said each new fight has it's own mechanics to learn (don't stand in this, interrupt that, etc) so I don't mind a wipe here and there learning a new fight.
Republic? Empire? Both have way to many rules and regulations for an honest businessman carrying supplies.

Hi_Im_A_Sith's Avatar


Hi_Im_A_Sith
01.06.2012 , 06:03 PM | #5
3 different groups. 3 long, annoying failed ordeals with the turret segment.

DarthCackle's Avatar


DarthCackle
01.06.2012 , 09:27 PM | #6
I"ve done 2 groups, both kept wiping on turrets and eventually disbanded. Exactly what part of this is challenging and/or fun?

It's stupidly hard in ways that shouldn't be hard. If you're gonna add a vehicle, add a vehicle interface. Having issues exiting the vehicle prematurely doesn't make it clever or challenging.

Neither is an auto-fire that can't be depended on. I frequently enjoyed stutter firing when I kept my cannon perfectly still.

Also, if people are having such an easy time of it I'd love to know what lvls the group was comprised of because the power of the cannons seemed to me to scale with lvl and/or gear and the lowest lvls in the group always seemed to die first in the wipes I encountered.

It's not the encounter but the UI and process that makes this stupid hard (emphasis on stupid).

Shatteredstar's Avatar


Shatteredstar
01.06.2012 , 09:57 PM | #7
I just tried to do this. There needs to be some kind of help for the turrets really. Had no clue what we were doing and died horribly the first two times since we kept dismounting accidentally.

And for people not aware on it the healer ends up chain dying which causes everyone else to die.

Needs looked at or something for how insanely STEEP the difficulty is.
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asfmuskels's Avatar


asfmuskels
01.06.2012 , 10:05 PM | #8
The turret portion of this flashpoint is a bit confusing, but can be completed easily with the following strategy:

Have your healer stand on the container in the middle of the turret positions, then have the rest of the group operate 3 turrets. At this point you want to turn your turret 180 degrees so you are facing towards your healer and the other group members on their turrets.

This allows you to fire across the other turret positions and quickly kill any mobs that get past the turret positions and go after the healer. Doing it this way made it much easier for our group. It just took a little creative thinking to get past .

Best of luck!

Shatteredstar's Avatar


Shatteredstar
01.06.2012 , 10:08 PM | #9
Thats the issue though, the layout and feel implies ALL FOUR should be using the turrets, using 3 and flipping around is one of those "That isn't right..." sort of things. Ya it works but in the spirit of the game it isn't how it should.

That is a development issue really, they basically made it so your healer is the most likely to die (due to lower HP overall) in a turret, and implying they should be able to take it and survive if they just pick targets properly (the basic feel is about the target management it seems)

Also the fact you have ZERO control of fire rate really leaves something to be desired.
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FinalHeavenZero's Avatar


FinalHeavenZero
01.06.2012 , 10:23 PM | #10
First time through, we wiped because it was all our first time in so I do agree with you on the instructions

But it's a fast FP that can be cleared in 20mins

You sound like a casual gamer that just wants free l00tz and "press button to win" kind of guy

I liked the puzzle element in dungeons personally
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