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Compound 42 Tier 3 Run

4 replies [Last post]
Thu, 07/12/2012 - 07:45
Bluprints

I just finished the Compound 42 Tier 3 Danger Mission. Since you all are looking for feedback on difficulty I have to say it was bit ridiculous compared to other missions. I ran this mission with a friend and we consistently do Legion of Almire Tier 3 with no revives. If this had been in the real game I would never have enough energy to get through this mission, the amount of revives was obscene lol. I do like that the difficulty is going up but it seems it may be a bit too far.

I think the biggest concern I have is the amount of poison. There is poison ERYWHERE. I spent 90% of my play time poisoned, meaning that pill drops and heart drops really don't do anything at all and you are basically not allowed to recover health ever. I don't think the poison would have bothered me so much if EVERYTHING didn't catch on fire. Here I am in the corner crying like a baby as I am lit on fire and poison is preventing me from healing myself. OH THE HUMANITY. Those oiler turrets that drop more oil/poison along with oilers all up in my grill AND flame throwers abound is just a recipe for disaster.

I did however enjoy the overall feel of the mission. It had a nice bit of story to it. I do however wonder where this story fits in to everything? The plant needs to be shut down and all but do we have any idea who Hex is? And why he was creating these not of this planet bio-toxins? And i wanted to blow that place into the sky when I left, can we have a "destroy this entire facility now" button at the end so I can feel some sort of vengeance for everything I just went through.

Finally, I did think that the new monsters were creative and enjoyable to fight. They take a completely new strategy to defeat and make for a unified feel within the danger mission. I also thought the boss fight was great. Seeing a gremlin boss was really cool. He did seem a bit weak though. I spent more time fighting oilers and he was kind of a breeze.

All in all not bad at all. Thanks Spiral Knights Team!

Thu, 07/12/2012 - 12:21
#1
Kitty-Softpaws's picture
Kitty-Softpaws
Depth 9 of Tier 2 was

Depth 9 of Tier 2 was amazing.. And that was me soloing(no shiver). Melee players are in trouble!!!!! Tis a sad day for Kitty-Softpaws. As a swordsman, I've never felt so helpless especially since I carry the Chaos Cloak set. Ingenious traps and ingenious monsters, full parties are going to be very awesome. /salut 80 revs on Tier 2, Depth 10 and I didn't even finish Depth 10 yet. This is good stuff, no changes por favor unless they are to make it nearly closer to impossible.

Thu, 07/12/2012 - 12:49
#2
Zenpai's picture
Zenpai
This mission is amazingly

This mission is amazingly difficult... and it has just shown me that Dragon Scale is an absolute must here. They've given a fantastic mission to make that armor valuable. Also: Gunning would be more appropriate here since the poisonous slime the oiler/toxigel things can drop. All I have to say is OOO has really upped the ante here. This is harder than a shadow lair... and I like it that way. c.c

Thu, 07/12/2012 - 23:09
#3
The-Rawrcake's picture
The-Rawrcake
Are you using Wolver, or are

[edit]

Try using a pure white laurel with 2 pieces of armor that grant poison resistance. It makes you immune to oil poison!

Thu, 07/12/2012 - 23:48
#4
Lostillusion's picture
Lostillusion
--

T3 Compound run

First run - 2-maned it with a guildmate, Full Dragon. Used a 320 revive on the first floor, used several 1000 CE revives on the second; he used quite a bit more than me. I enjoyed everything that was in the mission, but the constant plinking from the fire was enough to bring me down in almost every room later on. Only thing I would actively change is that I don't like how the massive damage fire vent shots can hide inside of the relatively weak scorcher shots.

Second run - Solo, Full Dragon, plus a Pure White Laurel, and a Soaking Wetstone. 2 revives, 1 was pure stupidity. Being immune to both the poison AND the fire from the constant blazes was like night and day for this mission. With this, I could focus more on what was going on in the level, and less on the floor. The level still felt appropriately hard, and I still had to be careful of what I was doing.

In both cases, the main problem was not being able to see through the large patches of fire everywhere when the scorchers/vents came into play. Since this is mostly like colors blending together, mixing a little Paris Green in with the oilers and vents could go a long way to fixing this.

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