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Paragon City traffic black spots


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Like all cities Paragon City has its traffic black spots - specific locations where accidents are concentrated that result in serious injury and occasional team wipes.  Across the career of your character these are the places where you're most likely to find yourself frantically chugging inspirations as chaos erupts around you.

 

My top 3 nominations for Paragon City traffic black spots are:

1. The seemingly benign steps of City Hall in Atlas Park

2. The notoriously treacherous strip of carpet in City Hall that lies just outside the M.A.G.I. room

3. The first left turn inside Frostfire's lair

 

What are your nominations for places where a full tray of inspirations can evaporate while you come to terms with the inevitable and think to yourself that you should really try to remember the name of the nurse in the hospital?

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The "room of death". Lab map with one ramp up to a square intermediate level, with 4 ramps up to an upper level surrounding it. Engaging foes on the intermediate level almost always causes the foes on the upper level to join the fray.

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3 hours ago, Uun said:

The "room of death". Lab map with one ramp up to a square intermediate level, with 4 ramps up to an upper level surrounding it. Engaging foes on the intermediate level almost always causes the foes on the upper level to join the fray.

     First one that came to mind (and immediately did so).  On the otherhand ~5 AR/Dev Blasters found it a whole lot of fun to pull the whole dang room down into a trip mine and caltrop riddled entrance hall so there's that.

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5 hours ago, Uun said:

The "room of death". Lab map with one ramp up to a square intermediate level, with 4 ramps up to an upper level surrounding it. Engaging foes on the intermediate level almost always causes the foes on the upper level to join the fray.

I still remember hitting that room back in the OG game when Tsoo sorcerers were more potent adversaries, and discovering that the room was practically wall-to-wall Tsoo sorcs.  It took the PUG team of nascent players 3 hours and an unknown number of wipes to clear that room and complete the mission.  Not one member quit, and we got it done.

 

Two others come to mind:  The gaseous green rooms populated by the Vahz in one of the early TFs (Posi 2?, Synapse?).  After repeatedly seeing unthinking teams wipe in that room I've taken to calling out "ambush room" every time I see the green haze.  The teams fare much better when someone alerts them.

 

The final room in the Sewers Trial.  I've experienced multiple wipes with teams that didn't understand their roles.

 

One street one: the Hellion building fires.  I've seen several hero wipes from those who don't understand that the glass-breaking boom is an early warning to clear the building's area before a lethal explosion.

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10 minutes ago, Techwright said:

The gaseous green rooms populated by the Vahz in one of the early TFs (Posi 2?, Synapse?).  After repeatedly seeing unthinking teams wipe in that room I've taken to calling out "ambush room" every time I see the green haze.  The teams fare much better when someone alerts them.

It's in Posi 1: https://homecoming.wiki/wiki/Positron_Task_Force_Part_One#Check_out_the_fake_company.

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1 hour ago, Techwright said:

Two others come to mind:  The gaseous green rooms populated by the Vahz in one of the early TFs (Posi 2?, Synapse?).  After repeatedly seeing unthinking teams wipe in that room I've taken to calling out "ambush room" every time I see the green haze.  The teams fare much better when someone alerts them.


That's something that seems to have fallen by the wayside nowadays, communications and warnings.

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