Talk:Rikti World Invasion: Difference between revisions

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Other notable features of an invasion, based on my observations, at least on the Hero Side:
Other notable features of an invasion, based on my observations, at least on the Hero Side:
*At the beginning of the invasion, after the second warning message around the same time the sky changes color, all of the [[War Wall]]s power down.  This allows the Drop Ships to fly in and begin carpet bombing.
*At the beginning of the invasion, after the second warning message around the same time the sky changes color, all of the [[War Walls]] power down.  This allows the Drop Ships to fly in and begin carpet bombing.
*The Drop Ships follow predetermined courses through each zone they attack.
*The Drop Ships follow predetermined courses through each zone they attack.
*Drop Ships are extremely hard to damage.  It would take a very concentrated attack to take one down, but because they're flying, constantly moving, and everyone in the zone is focused on the bombs or troops (or possibly other transports) I have not seen a serious attempt.
*Drop Ships are extremely hard to damage.  It would take a very concentrated attack to take one down, but because they're flying, constantly moving, and everyone in the zone is focused on the bombs or troops (or possibly other transports) I have not seen a serious attempt.
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: I don't have official word on this, but I believe the Heavy Assault Suits will spawn when a full team of 8 is present. --[[User:GuyPerfect|GuyPerfect]] 22:59, 28 July 2007 (EDT)
: I don't have official word on this, but I believe the Heavy Assault Suits will spawn when a full team of 8 is present. --[[User:GuyPerfect|GuyPerfect]] 22:59, 28 July 2007 (EDT)
::I believe all of these statements are true; most of the Professor's observations have already been added to the article.  I believe the time interval between the first and second alerts is five minutes; I will try to time it the next time.  However, the trivia item at the bottom about street foes despawning I think is inaccurate: since i13, I've noticed that street foes persist throughout the raid.  They do not aggro the Rikti and vice versa, but while on UXB duty we have aggroed the street foes in addition to the Rikti.  Anyone else experiencing this?  Is it a glitch, or a reversal of how the raids work? [[User:Dark Horizon|Dark Horizon]] 18:19, 15 March 2009 (UTC)
::I believe all of these statements are true; most of the Professor's observations have already been added to the article.  I believe the time interval between the first and second alerts is five minutes; I will try to time it the next time.  However, the trivia item at the bottom about street foes despawning I think is inaccurate: since i13, I've noticed that street foes persist throughout the raid.  They do not aggro the Rikti and vice versa, but while on UXB duty we have aggroed the street foes in addition to the Rikti.  Anyone else experiencing this?  Is it a glitch, or a reversal of how the raids work? [[User:Dark Horizon|Dark Horizon]] 18:19, 15 March 2009 (UTC)
:::Existing enemy groups won't despawn if a Hero/Villain remains nearby, however, new groups won't spawn.  At least, that's how I've always seen it.  [[User:Sera404|Sera404]] 23:38, 15 March 2009 (UTC)
== Rally Points? ==
== Rally Points? ==



Latest revision as of 14:45, 4 June 2009

Other notable features of an invasion, based on my observations, at least on the Hero Side:

  • At the beginning of the invasion, after the second warning message around the same time the sky changes color, all of the War Walls power down. This allows the Drop Ships to fly in and begin carpet bombing.
  • The Drop Ships follow predetermined courses through each zone they attack.
  • Drop Ships are extremely hard to damage. It would take a very concentrated attack to take one down, but because they're flying, constantly moving, and everyone in the zone is focused on the bombs or troops (or possibly other transports) I have not seen a serious attempt.
  • The bombing phase and rikti ground troop phases can overlap slightly, but they are still fairly separate phases.
  • Heavies appear to be attracted to larger concentrations of heroes (20 or more?). Overall, larger groups of heroes see significantly more enemies.
  • Before the announcement of the Riktis' retreat, the War Walls will power up again. Once this happens the battle is basically won.

--Professor Immortal 20:48, 28 July 2007 (EDT)

I don't have official word on this, but I believe the Heavy Assault Suits will spawn when a full team of 8 is present. --GuyPerfect 22:59, 28 July 2007 (EDT)
I believe all of these statements are true; most of the Professor's observations have already been added to the article. I believe the time interval between the first and second alerts is five minutes; I will try to time it the next time. However, the trivia item at the bottom about street foes despawning I think is inaccurate: since i13, I've noticed that street foes persist throughout the raid. They do not aggro the Rikti and vice versa, but while on UXB duty we have aggroed the street foes in addition to the Rikti. Anyone else experiencing this? Is it a glitch, or a reversal of how the raids work? Dark Horizon 18:19, 15 March 2009 (UTC)
Existing enemy groups won't despawn if a Hero/Villain remains nearby, however, new groups won't spawn. At least, that's how I've always seen it. Sera404 23:38, 15 March 2009 (UTC)

Rally Points?

I was wondering if we could have a section that would talk about the popular rally points for fighting off the Invasion spawns.

For instance, in Atlas Park the key rally point is in front of Ms. Liberty. In King's Row it's at the foot of the stairs by Blue Steel. That way at least if there is an invasion in that area the players know where to go to join up and fight in numbers.

BattlerockX1 22:44, 8 June 2008 (UTC)

Only problem I see is that recent changes have caused some of the old rally points to change. For instance, the intersection in front of Freedom Plaza in Kings Row is now a suicidal place to fight because the bombers/dropships fly lower since i13 and the intersection is on one of the cruise paths. Anyone in the open there will be attacked by the ships, and we all know how deadly that is. There isn't yet a new universally agreed upon rally point, but the street bordering the south edge of the PTA station where it runs west into the construction site seems to be popular. Ship attacks on players also occur frequently when fighting in Founders Falls at the Williams Square fountain, in the park across from the hospital in Skyway City, and on the hill across from the PTA station in Talos Island. I'm guessing that any old rally point in the open -- that is, without a tall object nearby to block the ships, like a statue, PTA elevated track, or nearby buildings at least three stories tall -- will be abandoned in favor of a safer location. Long story short, until people start using a single new common knowledge rally point, the list will have to be incomplete. Dark Horizon 18:19, 15 March 2009 (UTC)