The reason Rolling Steel sucks

It’s really painful to play in pubs. When something goes wrong because of some random bs or a skill issue someone had (including me, I’m sorry), the whole lobby is ruined because of the timer and you’re stuck playing a game that’s already over. Tons of people just leave if something bad happens.

You can try all you want to clutch and save your team but you won’t have enough time left for it to matter. Fighting for my life and trying as hard as I can to pull the game back after something goes bad will have the same effect as if I just threw myself off a ledge.

Of course, it’s beatable. I’ve been able to win on Auric Damnation HISTG with a pub team, but that will never make the way it mercilessly abuses me ok.

Overall I have enjoyed the new mission, and it is solely based on opinion. I do see where the minigame has been frustrating for players, have accomplished it only if the team mates defend well enough to keep nerves in check to complete the minigame.

The advantage of this mission is being able to complete it in 15 minutes or less, yet it does depend upon the teams cohesive ability to be prompt amongst even the Auric Damnation Maelstrom levels of difficulty.

In same thoughts of how missions are, you win some, lose some. The thrill of the chase lol.

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I concur!

It’s pretty easy. If someone doesn’t understand how their WASD keys work, that’s on them.

Time consuming? Sure. This map feels like it’s been tuned to have minimal margin for error… which fits with the theme of the mission.

Unintuitive (to me) coming back from a long hiatus was the new Plague Tree minigame… and even that doesn’t take a whole lot of braincells firing to figure out.

For myself and most people I’ve played the mission with now, nobody found it particularly intuitive except the xbox player. Either myself and several people across different gaming groups are all dumb-dumbs, or it’s a bit more awkward than it needs to be. Because it can take so much time, this can result in missions getting spoiled early in the process where it can be impossible to make up, leaving the rest of the run something of a lame duck.

At first I kept holding the WASD direction to the middle no matter what, even if the dot was already really close to it and it was a struggle. It became a lot easier after I figured to just tap WASD directions to the middle if it’s already close to the middle instead of holding, became much easier as a result. Hope this helps.

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I don’t mind the minigame much except that it takes a bit too long and is a bit annoying to work with (I have to very rapidly and lightly tap the keys, otherwise the dot always overshoots)

The problem is that the mission itself just takes too long. If the team you’re playing with isn’t 100% focused on bumrushing the objective, you lose, period. Even if your team IS all on the same page in that regard, all it takes is one person going down to basically permascrew the entire run. It takes so long to recover from any loss of momentum, any kind of delay or setback, that the moment anything at all goes wrong the entire mission is basically scrubbed- except you have to sit there for another 10 minutes waiting for the timer to go out.

It feels horrible to be in the first segment of the mission, only for one person to go down to some random BS or a single mistake, and known immediately that the entire mission is over because you didn’t have an ogryn or a stealth vet/zealot to immediately pick them up.

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This mission probably should have been put into special operations with the Karnak Twins but very rarely show up in the normal map spread. It doesn’t feel like a real mission, but more like a simple challenge mission for players looking to push the limit with more restrictions.

On top of no resource incentives, a lot of people just don’t want to do it. I’ve had quickplay joins leave instantly. If you do the map normally for the Karnak Twins, you still get a chunk of Plasteel just for running the gauntlet with resource caches at the boss door.

There’s no metric to judge how well you’re doing with a vague progress bar. I only play on auric damnation and have 1260 hours and this mission is pretty much the only time I audibly sigh when I load into it. It doesn’t matter how flawlessly I think we do it, where no one is struggling with defusing the bombs and we’re always moving forward, but we still lost anyway.

The mission only needs an extra 1 or 2 minutes for some breathing room at auric damnation.

Either that, or we could get a bonus 30 seconds for completing each objective. This would make it feel more dynamic and reduce error.

Anecdotally speaking I’m in a community server where there’s a solid 10 or so of us at auric damnation level and we all unanimously agree that the timer is too restricting on the fun factor. We think it’s challenging yes, but not fun.

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