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Warning: Incoming Game!
Warning: Incoming Game!
#1
Ok... So not so much a game as such, but...
As per announcement here:
The update to Issue 20, Incarnates Ascend, is launching on Tuesday, June 28, 2011!
Please fire up your modems, check your containment suits at the door, and be sure to gather your hard hats before leaving.
Edit: Time change - Please note the time changes to 4:00 a.m. PDT (7:00 a.m. EDT / 12:00 p.m. BST / 13:00 CEST) and 8:00 a.m. PDT (11:00 a.m. EDT / 4:00 p.m. BST / 17:00 CEST)!
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#2
So after trying the new Trial today, I have this to say.
Harder than a Lambda, but more Fun than one.
the rewards seem to be 4 astral merits and the Emp at the end, so not to bad.
and as for the costume parts.... Expensive merit wise.... but damn they are worth it.
The only "Doom" I saw today was the globals dieing for a while... but that tends to happen when a new patch hits, so nothing new Tongue


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#3
Null the Gull can be found on top of the truck parked in D's redside, and his reality altering powers can do some VERY interesting things indeed. Auto accept or refuse fortunes, avoid the movement speed effects of certain buffs...
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#4
Well, it has the last 2 issue releases and when the Steampunk pack went live as well...

Hoping that they can break their tradition of managing to break globals somehow when they whip out 21
Hear that thunder rolling till it seems to split the sky?
That's every ship in Grayson's Navy taking up the cry-

NO QUARTER!!!
-- "No Quarter", by Echo's Children
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#5
Keye's Island Stratagem (because leauge leads don't tell you Tongue )
Fist things first, try not to hurt Keye's till stage 5, ever 10% or so of HP he loses, the Gamma Pulse damage goes up. (this can get really bad if you drop him to 50%)
Stage one: Simple kill mooks like the begining of BAF and Lambda.
Stage two: Grab the Glowies, each one gives you a temp power, head up the reactor and kill the gaurds at the consols, then use the temp power to charge them, each consol needs 3 charges. ignor Anti-Matter here.
Stage three: head to the next reactor, you need to kill WarWork Goliaths to get the charges this time around and kite Keye's to each consol, again 3 temp powers to power them up.
Stage four:  third reactor, first you bust open the bunkers at the base to grab the glowie, this time it gives you 2 temp powers. then head up the tower, killing the consol gaurds and kiting Keye's again.
Stage five: this is the one the leads really forget to explains. this stage you are alowed to beat the snot out of Keyes, he can sumon an orbital laser strike and a entagelment feild (stupidly large hold that has you floating mid air and flailing like a muppet). He also has a Desitergration attack that will slowly kill you, if you get healed, it goes away, but if you die, he heals himself.
he also has the Alpha/Beta buff, as far as I can tell, he only takes Melee damage from people that he Alphas (red bubble) and Range damage from people he Beta's (blue bubble). Aprently if a beta and alpha stand next to each other, something bad happens.
When Keye's hits a certain percent of health, he freezes time (cheaty goit some how got Time Manip pre I21) where he then runs over to one of the venting bunkers, if you do not kill the 4 consoles around them, he full heals.
in the end, it sounds a little complicated, but once you get the hang of it, it's piss easy.


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#6
Keyes Island Reactor iTrial: Strategy Guide
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#7
dark seraph Wrote:because leauge leads don't tell you Tongue

league lead stated he had no clue what was going on and had never done this before Smile
-Terry
-----
"so listen up boy, or pornography starring your mother will be the second worst thing to happen to you today"
TF2: Spy
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#8
Am I the only on that thinks the Assension Radiance boots look like something out of Nanoha? Tongue


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