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Colicoid Wargames: antithesis of what a flashpoint should be

STAR WARS: The Old Republic > English > Flashpoints, Operations, and Heroic Missions
Colicoid Wargames: antithesis of what a flashpoint should be

choboon's Avatar

01.16.2012 , 12:14 PM | #21
Our group loved this FP, it was something "fresh", we did it a few times, then moved on.

Souliz's Avatar

01.16.2012 , 12:25 PM | #22
Well honestly isn't classic mmo content it has nothing to do with players playing there role it is more first person shooter if anything. I would have to say I rather not have content like this in the game. The other thing it does is forces a 4th man when my 3 man team doesn't need a 4th. You can't do that without a 4th just can't cover everything you need to at the rate the bugs come. Anyways thats my two cents.

magus_d's Avatar

01.16.2012 , 12:55 PM | #23
I did Colicoid for the first time in a pug. I'm a healing specced Merc, but I have never had to heal yet since I didn't do any previous FPs or heroics.

My group and I all agreed that this was a refreshing change of pace from the normal and we actually have met together every day since to rerun this FP (at least until we out leveled it).

I personally would love to see more out of the ordinary FPs like this one.
Ktan - Marauder

server: Master Zhar Lestin

thorizdin's Avatar

01.16.2012 , 12:58 PM | #24
Quote: Originally Posted by Kemorand View Post
1) You CANNOT have a group situation where success or failure rests on not the characters, but 100% on the players behind it, at least in a MMORPG. That's against the very definition of it.
Can't agree with this at all. I wish we had more fights that required PLAYER skill as opposed to people just out gearing things 'cause they don't want to think.

Aryzyra's Avatar

01.16.2012 , 02:08 PM | #25
Every few levels there was a quest or two with turret blasting. So I'd developed pretty good turret blasting skills and was wondering when I would be able to put them to use in a group situation.

Then I got to this instance, and suddenly it all made sense.

And even though it's hard to admit, channeling is my secret gaming delight. I really get into role playing someone holding down a button on a keyboard.

My one complaint is that I was unable to fully engage with the door channeling - to be more immersive, we should have to hold down the right mouse button for the length of the channel.

Bugbear's Avatar

01.16.2012 , 02:24 PM | #26
Some guildies and I, all level 40, played through this for the first time last night. It was the first time for all of us. We struggled a little with the cannons, first learning how to operate them and then actually winning the round. It was so much easier when one of the guys came up with the idea of shooting the opposite way. It would have been nice if the turrets worked the same way the ship combat does and saved us some heartache.

Other then getting knocked over the railings, the rest of the run went pretty well. We all really enjoyed it and thought it was a nice change of pace. We've done all the instances as a group at appropriate levels so far and this is the only flash point we've really wanted to go out of our way to do again.

As a side note, I wouldn't want to PuG this instance, but then again I hate PuGs anyway. Now that I know the trick on the cannons, PuGing might not be so bad.

Novastinger's Avatar

01.16.2012 , 02:24 PM | #27
I agree, while my usual group mates and I finished it, there's no way I would ever PuG this instance, due to the turrets part.

Arafeandur's Avatar

01.17.2012 , 03:49 PM | #28
Just make the turrets continuous fire as long as the button is held down so that the targeting/firing lag problems don't make the turret bit as tedious.

Geekcheck's Avatar

01.17.2012 , 05:17 PM | #29
I have done this Flashpoint only once (completed it) and I can say that I will NEVER step foot in Colicoid War Games again. In addition to what many have said, this FP is particularly bad because of 2 things: poor level design & puzzle solving.

I took the liberty of looking at some video walkthroughs of the FP before I entered, which I normally don't do. I am the kind of person that likes to experience the game firsthand. But man am I glad I did. Yes, the turrets are very buggy and unresponsive, but I think any group can get through it if they simply turn around 180 degrees and fire through the center, behind their team member. This allows you see the bugs coming from far off and gives you a better chance of surviving.

The worst problem is the puzzle area. The puzzle isn't the issue, as it is fun and a nice change of pace. The real problem is Bioware utilizing puzzle mechanics in a combat environment that is poorly designed.

First you have narrow walkways that have an dropoff combined with mobs that can knockback. This in itself can be challenging (and again fun), but when the knockback causes bugs and geometry errors, it is a nightmare of frustration. My group encountered so many bugs it wasn't even funny. If not for the patience of the whole group and the "good laugh" we had of it all, we would have quit trying. Here's some of the problems we encountered:
  • Players getting knocked off the walkway onto the outside of the walkway, but not fall to their death. Many times I was knocked over the side but managed to get stuck on the side of the walkway near some pipes. Yes, I was alive, but was forced to die and RUN BACK just to have it happen again.
  • It is possible to get knocked down to the rocky area just below the first dropoff and not die. Since there is no way to climb back up, you are again forced to die to try again.
  • The flipside to the previous problem, is if the enemy is knocked down to this ledge or the ground below and doesn't die, they are forever trying to attack you, keeping you in combat. The only way we fixed this was to try and move around the area and hope he popped back up on the ledge to "chase" us.
  • Various aggro issues with the earlier problems of mobs falling down to the ground below but not dying. Even after dying and coming back, some players retained aggro and were killed quickly once they returned within combat range.
Overall this FP was just a waste of our time, but we made the best of a bad situation and made it through to the end. The easiest way to fix the flashpoint with minimal changes would be to remove the knockback ability of the mobs and make them immune to knockback. This would prevent the aforementioned problems, but also remove part of the challenge that we liked. The alternative is to redesign this section of the FP completely, such as making the area below a kill zone. So if you fall, it is considered an automatic death. In the end, I won't be touching this FP with a 10-foot pole until some changes are made.
The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy.
- Martin Luther King Jr., Strength to Love (1963)

Battyone's Avatar

01.17.2012 , 05:49 PM | #30
Quote: Originally Posted by Arafeandur View Post
Just make the turrets continuous fire as long as the button is held down so that the targeting/firing lag problems don't make the turret bit as tedious.
Dude they do. If you're doing more than turning/pointing the turret you're doing it wrong. It fires when it's pointed at enemies.
Amistar Nelmarra -- 55 Sage, Ebon Hawk <The Azure Blades>
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