[Chapter 12] The Shattered Plain
#101
Posted 20 November 2010 - 08:00 AM
#102
Posted 20 November 2010 - 08:08 AM
Ugh, this is driving me mad....I'm yet to fuck up, but every other person/people I play with mess it up :|
I really don't get how the containment works.. Like one second I'm at contained and next second its at rupturing. And it seems like once its at "rupturing", the next turn I'm guaranteed to lose. Can you use more than two hands?
#103
Posted 20 November 2010 - 08:22 AM
#104
Posted 20 November 2010 - 08:23 AM
If you just join a random group for the group challenges you're practically guaranteed to fail. Start your own group and recruit on the neoboards.
Still, I don't want to do that yet cause I'll probably be the one killing the grp. lol
#105
Posted 20 November 2010 - 08:27 AM
#106
Posted 20 November 2010 - 08:34 AM
Jellyneo has a good guide for the different roles, that's how I learnt
Yea, apparently my reading comprehension skills aren't fantastic though, because I can't figure out how to survive more than 7-8 rounds. Like are we allowed to use more than two hands in one turn?
Also, it seems like I'll go from all green, then two or 3 yellow (which I use the appropriate hands for) and them BAM 3 reds. (Rupturing) and then auto-lose on the next round.
#107
Posted 20 November 2010 - 08:38 AM
Edited by flashraven, 20 November 2010 - 08:52 AM.
#108
Posted 20 November 2010 - 08:52 AM
I really don't get how the containment works.. Like one second I'm at contained and next second its at rupturing. And it seems like once its at "rupturing", the next turn I'm guaranteed to lose. Can you use more than two hands?
You can fill all six squares with hands if you want . In essence, you will need to keep the percentage of the shield in the range of 50 - 70 for the core to be safely contained.
Contained: All six are within range
Volatile: Some are slightly out of range i.e. 40 - 50, 70 - 80
Rupturing: Some are dangerously out of range i.e. <40, >80 and if you fail to rectify the problem and the status indicates rupturing the second time, it's game over for your team.
You can actually find quite a few useful guides at neoboards and here's one of them.
I'd call that guidance's fault for not going faster. Suppression probably just ran out of shields after so long.
It's not entirely the guidance's fault because the core will tend go haywire when it's <20 metres away from the barrier. Therefore it might take some luck for the core to reach the barrier. I suppose TNT deliberately made it that way to annoy the shit of out people.
Edited by flashraven, 20 November 2010 - 08:54 AM.
#109
Posted 20 November 2010 - 09:47 AM
is there any good groups who know how to play properly
the people who are my group members are alway sucky and keep loosing
#110
Posted 20 November 2010 - 10:50 AM
#111
Posted 20 November 2010 - 11:04 AM
ur so right i also hate teamwork
its so annoying your doing your part correctly but the other group member do nothing
#112
Posted 20 November 2010 - 12:28 PM
It took soooooooo long!!!! D:
So glad it's finish, team plot challenges suck hairy elephantis balls.
Also got Annihilator cap *gloat* *gloat* *gloat*
Edited by Converge, 20 November 2010 - 12:30 PM.
#113
Posted 20 November 2010 - 02:26 PM
#114
Posted 20 November 2010 - 04:14 PM
3 new challengers are up
Caps are 40, 30, and 25, for anyone who needed to know.
#115
Posted 20 November 2010 - 06:17 PM
#116
Posted 21 November 2010 - 12:04 AM
#117
Posted 21 November 2010 - 12:52 AM
#118
Posted 21 November 2010 - 01:03 AM
Shadow Phantom Destroyer: 40
Shadow Phantom Commander: 30
Shadow Phantom Brute: 45
Shadow Phantom Conqueror: 35
Shadow Phantom Annihilator: 25
Shadow Phantom Fury: 40
Shadow Phantom Zealot: 30
Shadow Phantom Tormentor: 20
#119
Posted 21 November 2010 - 01:08 AM
What are the caps on all the enemies?
pathetically low
#120
Posted 21 November 2010 - 01:31 AM
I need help with the puzzle thing, is that the group thing?
#121
Posted 21 November 2010 - 01:43 AM
Decipher one spell and complete at least one of the four group activities. ( Containment, Guidance, Stabilization and Supression )
Jack of All Stations
Successfully complete all four stations. ( Containment, Guidance, Stabilization and Supression )
Cast Away!
Not known to the public yet.
Edited by Pizzacato, 21 November 2010 - 01:43 AM.
#122
Posted 21 November 2010 - 01:44 AM
#123
Posted 21 November 2010 - 01:47 AM
There is another one which is http://www.neopets.com/;/~forbodes but in my own honest opinion, I believe the one by hoieva (Cripticy) is much better.
EDIT :
Puzzle ? You mean the spell deciphering? That's different There's two methods to go about it, one is to do it by "trial and error" aka "guess and check". Or you can also try to find the 3 least appeared letters from a page of text.
Edited by Pizzacato, 21 November 2010 - 01:57 AM.
#124
Posted 21 November 2010 - 02:01 AM
#125
Posted 21 November 2010 - 02:23 AM
or you can use waser's GM script
There isn't any spell left at the moment, I think. Have to wait for TNT to refresh the spellbook.
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