
boosh91832
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Joined: 02/14/2008
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| Making team in union for 1st respec mish |
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I want to make a team of 4 people lvl 27-29. I myself am a level 28 stone melee/stone armour brute called Sam Russell. I will be on city of villains at 1100 hours on saturday the 23rd of febuary. This saturday coming. I will add the first 3 people who pm me. I am experianced at doing respec trials and hopefully with the right organisation it shouldnt take too long.
Requirements for 1st Respec trial:
lvl 27-29
Online at 1100 hours british time this saturday
Character must be on union server
Must be serious about completing the trial
Must have a few hours spare incase the trial drags on
Respec trials are full of boss' and elite boss' so prepare to die often. The debt you gain is nothing compared to the xp you earn, and at the end of the trial you get to either respecify your powers and slots or you can sell the respec for 20 million.
This is a repost from union forum
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| 02/19/08 07:58 |
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Phedre_D
GameAmp Staff
Posts: 472
Joined: 05/09/2005
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| RE: Making team in union for 1st respec mish |
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Welcome to GameAmp boosh91832! I hope you trial will go smooth. I think I have attempted it four times now, but I always get stuck at those nasty vines in the last room. Either they respawn too quick for the team, or the counter was bugged. But my last attempt has been over a year now. Maybe it is not as tough anymore.
One thing I would like to point out though. You will not get a respec recipe for completing it. That is just a random drop that you might get. No certainty there at all. But it is still worth the time and effort since it is a great trial. Good luck to you and whoever joins in.
The GameAmp Noobz Household!
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| 02/19/08 08:06 |
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jaffah
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| RE: Making team in union for 1st respec mish |
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Yeah the respec isnt an actual recipe although you will get an option to chose a rare recipe but this is a radomly determined one. If you chose the respec you also get a badge, the badge does allow you to unlock a contact in Nerva.
The actual Strike Force can seem hard (as IMO Villains side is like an advanced form of the game) But there are ways of making it easier. (Keeping in mind that a respec SF is all about the respec and not always about xp).
Good luck and I hope you succeed.
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| 02/20/08 03:05 |
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Mzzkc
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| RE: Making team in union for 1st respec mish |
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Just remember to soft-load and you should be fine.
Cheers!
Silence is golden. Duct tape is silver.
Click Below for an Explosion!
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| 02/20/08 20:51 |
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Warron Peace
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| RE: Making team in union for 1st respec mish |
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Either on test or live, you can no longer soft load. Trials and TFs will now spawn for the minimum team size even if there is currently less than the minimum team size. It sucks, but it prevents what was pretty much an exploit.
W.P.
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| 02/21/08 00:16 |
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midnight guard
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| RE: Making team in union for 1st respec mish |
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Posi sez:
| QUOTE | Ok, I have been watching the boards and a lot of people are confused as to why we changed the spawn behavior in Task/Strike Forces to work for a minimum team size.
CoH was never designed to have a "Raid" in the original game. However, we saw a desire for a group of friends to get together and do some hard, lengthy content for good rewards. This is how Task Forces were born. They are the "casual" raid, something you can plan with your buddies that you are going to do on a certain day and for a certain amount of time, but you didn't need 30 or 60 people to pull it off.
That said, TF's (and SF's) have grown into their own. They are no longer the casual raid, but are run by pick up groups and nearly every character wants to get them done during their career. Personally I have no problem with the difference between how they were designed and how they are actually being played.
Where the problem comes in is where players are using our spawning system to reduce the challenge to trivial levels. When you load a map it places spawns on the map appropriate to your team size. If you have a team of 8, you will get huge spawns, if you have a team of 1, you will get a couple minions and the occassional lieutenant. Some of the "back end" spawns may not be spawned as soon as the map is loaded, it's a proximity thing. As you move through the map more and more spawns are loaded. If you ever wondered what the "trigger" for a cut-scene was it was simply "that is when that spawn was created."
Now TFs and SFs were made for the casual group of friends. This means that the group could persist over several game sessions. To do this we made it so that when you logged off, or lost connection, you didn't drop out of the group. Coming back into the game you would find that your character was still on the TF. This way you could run a TF "every Friday night from 8 to 9" and if all the participants agreed, you could progress the TF a little bit every week.
Now when you combine the spawn size system with the "you don't drop from team on logout" system, you have a system that is ripe for abuse. Players can start a TF with a team of 8 (or whatever the minimum number is for that TF), and right before entering every map, have all but one player log off. This single player can then stealth through the map (or simply run through it as a superspeed or high damage mitigating AT), and, when all the spawns have triggered for a team size of 1, tell everyone else they can log in now.
Suddenly the team of (x) is blowing through the map and its tiny spawns, getting the badge and Task Force reward at the end! Is this fair to those players who play the TF without using this trick? Those that have paid in time and debt fighting through the larger size spawns? I didn't think so either.
So we went back to the drawing board. We didn't want to change how TFs worked intrinsicly, but we did want to have a challenge remain. So we looked at minimum team size to start. Since you needed that many players to "commit" to starting the TF in the first place this was an excellent point at which to set the Minimum Spawn Size in the TF maps. So if you ran a TF with a minimum team size of 5 and you had 8 players, you would find that, when all 8 players were on line, you would get 8 person spawns. When one dropped out, it would fall to 7, another would go to 6, but if the team size dropped below 5, it would still spawn as if 5 people were on the map.
Now that said there are probably some "8 person" TFs that do not need to be spawning for 8 people all the time. The Shadow Shard comes to mind, and those will get looked at in a reduction of how many players it takes to start (and therefore how small the spawns will be at a minimum).
I hope this better explains why the change was made. |
I'm in Japan for the time being - Check my blog!
(Europe) - Defiant & Union - @Midnight Guard
Villains:
Midnight Guard - Level 50 Dark Melee / Dark Armor / Soul Mastery Brute. [Defiant]
Flammenklinge - Level 50 Fire Melee / Invulnerability / Mu Mastery Brute. [Defiant]
Zenodorus - Level 50 Crab Spider Soldier / Crab Spider Training / Mace Mastery Arachnos Soldier. [Union]
Battler - Level 41 Battle Axe / Willpower / Mace Mastery Brute. [Union]
Karokage - Level 36 Ninjas / Dark Miasma Mastermind. [Defiant]
Midnight Phantom - Level 35 Martial Arts / Ninjutsu Stalker. [Union]
Darkspire - Level 43 Dual Blades / Willpower Brute. [Defiant]
Heroes:
Choshu - Level 50 Katana / Super Reflexes / Body Mastery Scrapper. [Defiant]
Ex Nihilo - Level 50 Umbral Blast / Umbral Aura Warshade. [Union]
Chihaji - Level 42 Radiation Emission / Electric Blast / Psychic Mastery Defender. [Union]
Szakuri - Level 41 Claws / Regeneration / Body Mastery Scrapper. [Union]
Holly Good - Level 35 Empathy / Psychic Blast Defender. [Defiant]
Scintillatus - Level 33 Fire Blast / Mental Manipulation Blaster. [Union]
Otonashi - Level 33 Martial Arts / Regeneration Scrapper. [Union]
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| 02/21/08 04:54 |
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Phedre_D
GameAmp Staff
Posts: 472
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| RE: Making team in union for 1st respec mish |
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A nice case of how cheaters spoil things for casual players.
I do completely agree with posi that they should fix this exploit. But oin the other hand it means that if you run a TF/SF with a PUG the change of success is getting very slim.
More often than not a TF/SF team is crumbling along the way. You start with 8 people. Two of them already quit at the first mission, at mission 3 one leaves, at mission 4 another. As it is now you can still finish the TF/SF with the 4 remaining people since the spawns are set for 4 people. But with the new rules it will mean there will always be spawns for 6 or 8 (or whatever the minimum was). That will be completely undoable for a team of 4. Not many players will now be interested in joining a PUG TF/SF anymore, since they will never see the end of it.
(btw, thanks for posting posi's explanation, midnight guard)
The GameAmp Noobz Household!
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| 02/21/08 05:08 |
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