me and a friend did it in 10.
They could add an extra car or two, to help break up sniper sightlines and maybe give us a bit more time between killing the boss and smashing the consoles, because there isn’t even enough time for Kayex to finish their dialogue before all of them have been rightly bashed.
You know what would have really made this map peak? Randomized train cars. So like, you’d get
[regular car] - [regular car] - [objective car] - [regular car] - [mid event car(s)] - [regular car] [objective car] - [finale car(s)]
Where the cars themselves can be one of many different variations, but they always follow the same order so you know roughly how long it’ll take to complete.
Carry me through the mission!
There’s no real issue with there being choice – The idea of a shorter mission type is great for variety, as the new mission is full-on action from start to end which should be a fantastic time.
I’ll have to echo the sentiment of multiple other posters however: The timer is way too short. The map is made up of forced waiting as it is, so any hiccup like a downed teammate will result in a guaranteed failure. Pub teams that could have easily destroyed any other mission on HISTG can and will fail at the very end which is pretty obscene. Obviously, it’s beatable with an organized team going full-on meta builds spamming multiple Voice of Commands and the like to not ever get slowed down by clusters of enemies, but that’s not really how I, or I imagine many others, want to play the game. If the extremely long minigame gets interrupted at all, it’s over. Too bad for you if one of the many Bombers made a field goal or a teammate didn’t bodyblock the surprise mutant. If your team doesn’t already have people hanging way back for the battery spawns, it’s over no matter how much you haul ass. The second one is especially unaccountable for on pubs and quite frankly ridiculous.
The way most games do timed missions is to grant bonus time upon completing objectives or restart the timer upon clearing one objective so you can move to the next with a clean slate, as this is far less frustrating and more predictable to create experiences around. The fact that you can time out on this mission with a single objective left to destroy at the very very end makes runs that normally would have been a blast of a time feel absolutely horrible.
What choice? You get what the game gives you (after the introductory period) and it’ll get worse the more maps and modifiers the game adds until they change how the mission board works.
This is a great mission, but its on Quickplay for some reason. Its literally a weave in that you do the objectives, have time for zero mistakes and even then you’re likely to come within a minute or so of the timer. It is tough and it is good to have challenges for 4 players (a solo clear here would really impress me).
Missions like this should 100% be in a mode where people can actually rise to a fun challenge and accomplish it. Because having some QP under 30 slot in makes me not even want to attempt it. Most of the people I’ve witnessed lose here had no idea that bar was meant to be a time limit until the 30 second marker appeared…its a good idea, but execution is lacking. These missions need their own Flash Missions section, and they should have had a couple more ready to go before launching it to keep the mode populated with less grinding.
I agree completely on it’s placement in Quickplay being a mistake. It’s too short and chaotic for someone to get their bearings when plopped in anyways, and too different from most missions to be part of a big general pool. I think it could easily go into the same menu as the Twins boss (or something along those lines) and let people go for a quick game if they want to.
The mission is hard capped at 10 minutes and then you fail so 15 minutes isnt even possible
Honestly its too short, and it should be timed at 15 minutes, because currently you literally have to use speedrun tactics and ignore enemies to beat it under the 10 minute window if you are playing auric missions
It could easily have been a 30 minute mission in 3 parts, hot-drop on a train to hit a transfer terminal station, spend 10 minutes then then board another departing train for last 10 or some permutation.
A single 10 minute mission is disappointing. Unpopular opinion but I cared very little about the “crafting” rework, but I do care about steady engaging content, specifically new missions/maps and we’ve only gotten 1.5 maps in the last 2 major updates many moons apart, instead of 4 at a still too-slow pace.
Agreed. The worst part is that it’s closer to 8-9 minutes if you’re going for auric damnation completions. At least that’s our average time so far.
I would have much preferred your train switching approach. The map is fun the first time but has little staying power compared to the others. It gets stale very quickly
I’d like more normal maps. The train concept is ok, the pace is very intense especially on Auric Damnation. I know there’s a new track on the train somewhere but I can’t remember ever hearing it because most of the time spent on the map is spent in a wild rush. It’s very linear too, though I think they tried to make up for that by making an upper floor and it just didn’t work out too good. I guess if they ever made another of these I’d like it to have a slightly longer deadline but in exchange there’s reasons to fight on different elevations.
Yeah, it feels like something which should be part of a larger map…
That’s a great idea.
Yeah like you have to fight your way to the station and jump aboard before it departs. That would be cool.
I’d still love to see some maps a bit further afield from the city. Perhaps some mines or powerplant or something.
Is there a speedrun community around the new map?
I’d love to watch.
As someone who doesn’t get to spend a lot of time playing anymore, I actually like the shorter mission
I like more options. A mission board purely for operations that are all 10-15min runs would be neat. Same for the other way around where something like chaos wastes takes a lot longer to finish up. Sometimes I’m in the mood for quick and intense maps.
I want a very long, raid style mission type.
Only if it’s a special operation/separate to the normal boards and not quick playable from the normal missions selects. Like DRG Deep Dives.
If I were to quick play I wouldn’t really want it to swing too far outside of the average 20-30 minute playtimes of the majority of maps, or to have it take a up a slot of the mission select, or not be able to play it if I do have the time for a significantly longer mission.