Story - Random Challenge, why bother doing it?

In story Mode there are random challenges popping up, that give you a timer of 1 Minute to clear it and have always different goals to achieve.

The problem is, they don’t function very well and often are rewarded with only 25 Credits, very rarely (and I really mean VERY RARELY) you might get an uncommon, rare or even epic loot pack… but that is the exception.

Maybe 5% of the times you get an pack and that’s me being generous.

If it were just for that, but sometimes, the things you should do are crazy.

Algortihm, you get the challenge “Destroy 5 Barrels”… sounds OK, but it really isn’t. Your just starting the level and if you try to get it done you WILL die since you will trigger all the minons and striker bots, as well as lure out the Ronin bots until you can reach the Barrel number 5.

Yes, you have extra lives, but starting this mess for 25 credits… it’s not worth it.

I think the rewards should be tweaked… or the time increased if the feat is pretty hard.

If you hit the chamber before entering ISICs Arena, there will be another challenge… the ones that are doable here are “Open 10 Chest”, “Kill 20 Swarmers” and “Collect 20 Pick Ups”… the one that’s really tricky here is if you get “Kill 5 Guardians”… as sometimes you just won’t hit the spot and they always get support by the exploding Minions.

In “The Archive” it often happens that one challenge pops up while backtracking with chronicle after collecting the date… an “Collect 1000 Shards”, “Open 10 Chests” or “Collect 20 Pick Ups” challenge can be impossible if you got everything on your way to Melka.

Also, in “The Experiment” it’s only natural to have a lot of defense towers so you get through the stage… the problem is, sometimes during the final Waves a " Kill X-Number of Y-Type" challenge appears, but sometimes after you already killed one or more, and the challenge doesn’t count that.

Same goes for “The Renegade”, there you often get a “Kill 20 Swarmers” Challenge after you either killed already a lot or they got killed by attacking or being attacked by the Thralls.

The perfect scenario would be, if it gets patched that it first checks if getting shards/kills is even possible at the start, THEN counts the Kills that happen during the initiation and the reward system would be like this:

60-40 seconds left: Legendary, Epic, Commander or Regular Faction Pack
40-30 seconds left: Rare Loot Pack
30-20 seconds left: Uncommon Loot pack
less than 20 seconds: seconds x 10 credits

If that would be how it’s handled, I would risk my life for a challenge, but as it is, I tend to ignore them, cause 95 % of the time it’s just 25 credits, that’s really nothing.

That’s all I got.

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I would love an alternative method to get commander packs.

1 Like

Sign me up for those changes bc I agree. It’s such a pain getting 25 and that’s it. Only 100 credits if you get them all. Not really worth it especially in advanced when every life matters.

I sometimes have to think really hard when they pop up to whether do them or not, usually trying to do the challenges leads to stupid mistakes that cause you to die. When you die then you run out of time and fail the challenge.

25 Credits is definitely not worth an unnecessary death and potential match failure.

I just view them as random fun things to try for along the way. Most of them should be completed pretty naturally and since the prices of loot packs are INSANE, I welcome every extra credit I get.

However, the ones that annoy me are the ones that pop up too late. Like, killing or collecting whatever after you’ve already done it.

Can’t forget those really early in the map “Kill 1 Thrall Enforcer/ Bonecrusher” specially on maps like The Void’s Edge or The Sentinel where there are a large number of enemies already.

Or the “Kill x enemies” and the game doesn’t spawn enough in or have them continuously spawn and you don’t have the time to wait for the next spawns. This happens a lot to me on the Archive after Chronicle gets the data minions. It asks me to kill Thralls, and if Chronicle kills them, it won’t count. And each of those spawns are tied to where Chronicle is, and he is slow.

[quote=“AttnDefDis, post:5, topic:1543375, full:true”]However, the ones that annoy me are the ones that pop up too late. Like, killing or collecting whatever after you’ve already done it.
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In general, when there is an enemy based challenge, the game gives you everything you need to complete it, whether it’s kill 20 Thrall (which will spawn an anchor that throws out 20 thrall minions before it is naturally destroyed) or killing an Enforcer (which will simply spawn). Generally, it’ll spawn right in front of you (or near enough to you that you can engage immediately), though sometimes it will be on the opposite side of the battlefield, for some reason, and take something like 30-40 seconds just to get to you (which is what annoys me). The challenges to kill swarmers are their own kind of terrible because they either require you “farm” the big swarmers for the little swarmers or don’t give credit for spawners that suicide themselves by attacking anything (which can prevent you from completing the challenge at all if the little bastards ends up not dying instantly). The swarmer challenges are, by far, the most failed challenges in my experience because you either have to kill everything pretty much instantly (or else fail because the hordes decided to kill themselves to deny you credit) or kill them extremely slowly (kill 3 tiny swarmers, wait 5 seconds for the big swarmer to summon another 3, repeat; even for the thrall challenges that drop an anchor, at least the enemies have the decency to spawn pretty much instantly).

The shard/chest/score/crates challenges are the really annoying/stupid ones because the game often doesn’t change anything in order to help you complete it. Sometimes it’s almost trivially easy to complete (1000 shards at the start of Archive), entirely random (1000 score at the start of Void’s Edge, which is pretty much luck based on you breaking open chests and hoping for big score orbs because enemies give crappy xp; the only really “guaranteed” score challenges I know of are the ones that give you an elite bot to kill, which will give you all the points you need with a quick kill) but there are loads of other occasions I’ve seen where it’s pretty much impossible. The most famous of these impossible scenarios is probably the 5 crates challenge at the start of Algorithm: it’s possible, but I have never seen it accomplished because it requires a straight up suicide run (along with a lot of luck) to get to the back 3 crates (even then, you’re probably not gonna complete it because that 5th crate is so far away).

Also, “collection” challenges can be auto-failed before you even get to them if you collect the collectible before the mission gets to that point (like in Archive) which is kinda dumb since you don’t even know what the challenge is before you get to it.

The gathering challenges really need to be modified to behave like the kill challenges: the game gives you what you need to complete the challenge when the challenge appears and ensures that it’s in an attainable location.

As to tweaking the rewards, I don’t really see the need (especially tweaking them to the extent that the OP desires; the challenges don’t even give you 60 seconds; they give you 40-45 seconds and, for many challenges for many missions, you can complete them pretty much instantly so getting an epic/legendary pack would be basically guaranteed; there are other challenges in certain missions that will basically take the entire time). They might need to be beefed up so that the credit rewards are more noticeable (50-100 credits) but, as I see it, it’s 25 credits for doing what you were going to be doing anyways so there’s no real reason not to do them.

My favorite is void’s edge. “Kill 40 swarmers” The game doesn’t spawn 40 of them on your way to the sentinel and barely spawns 20 where the sentinel is and those almost always die once you reach the bridge.

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I was confused for a sec until I realized you meant “sentry” instead of “sentinel”.

And the game most definitely does spawn 40 of those damned swarmers (it actually spawns closer to 60+). There are 2 reasons why it’s so hard to get that challenge completed: (1) about 20 of them spawn and start attacking right before the challenge begins so that you can end up killing a good portion of them before the challenge starts tracking credit and (2) a swarmer that kills itself isn’t counted as part of the challenge (so you have to kill them before they attack anything because their only attack is suicide; keep in mind, a bunch of them attempt to swarm the sentry and will throw themselves at it with abandon; if you don’t get to the sentry asap and start wiping out that wave of swamers, you can very easily end up with a dead/wounded sentry as well as a failed challenge).

Ha, yeah. I meant the Wolf Sentry.

No, as I said, the challenges tend to pop up after you’ve already done whatever the challenge calls for. Ex: All the brutes have just been killed and a challenge just came up to kill two brutes.

[quote=“AttnDefDis, post:11, topic:1543375, full:true”]No, as I said, the challenges tend to pop up after you’ve already done whatever the challenge calls for. Ex: All the brutes have just been killed and a challenge just came up to kill two brutes.
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I have never seen a kill challenge pop up after all of the kill targets have been killed in any mission at any point. Somewhere in the nearby area, the enemies will always spawn. The Brute challenges have always had the spawns occur via an anchor, so it’s entirely possible that, if you (or your group) were blowing up anchors asap and with abandon, you could have prevented the Brutes from appearing at all, but kill challenges have always provided a means to get all of the kills required; you just have to not destroy everything asap for some of them (I know of a lot of people that destroy the anchor when there’s a Gunner or Evolved kill challenge and then wonder why the challenge failed).

Yep, that’s what I’m talking about. Same thing with collecting whatever. Gathered up a bunch of shards, opened a bunch of chests and then the challenge pops.

The difference is that the shards/chests/crates/etc are always there at the start of the match. They don’t appear (or get refilled) when a challenge occurs; they’re there at the start of the mission. The kill challenges always have the enemies (or their mode of arrival) occur right as the challenge appears (sometimes shortly before). If you destroy the anchor before the Brutes spawn when it’s a Brute challenge, it’s as much your fault as it is for destroying the anchor when it’s an Evolved challenge, Primal challenge, or Gunner challenge.

Personally, I prefer killing things as opposed to just destroying the anchors in every situation because it’s more xp, more loot, and a higher score. It also happens to be the proper strategy if you want to complete challenges.

In the Renegade the first core to defend. The mission pop after the swarners have spawn and sometimes you have already killed 10 or more of them (or they have already suicided)… and there are not enough of them after the mission has started

[quote=“tbawin, post:15, topic:1543375, full:true”]In the Renegade the first core to defend. The mission pop after the swarners have spawn and sometimes you have already killed 10 or more of them (or they have already suicided)… and there are not enough of them after the mission has started
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I would be willing to be that there have always been enough to kill, even when the challenge appears a few seconds after they start spawning (they spawn for a good long while, too; it’s not just massive horde spawns like in Void). The problem is that, like all swarmer challenges, the little bastards like to suicide so, even if there are exactly 20 remaining (such that you have enough to complete the challenge), you’re probably gonna fail it because at least a few of them are going to suicide themselves.

The problem isn’t that there aren’t enough of them. It’s that, even if there are exactly enough of them (which the challenges generally provide exactly enough), they’re going to kill themselves and leave you short.

“Kill 40 varelsi skulk”, love it.

I always get the kill 20 gunners or however many it is and get to the anchor where they will spawn. It spawns 3 I kill them and wait… 5 seconds later another 3. Either that or we accidentally destroy the anchor and end up 5-7 short and have to wait for them to spawn naturally (which they do) but I have 5 seconds to kill 5-7 spread across the arena and on platforms.

Gunners is 10. The 20 thralls challenge is for any thrall (and is accompanied by an anchor that produces copious amounts of minion thralls, both normal and suicide).

The secret to those challenge is, as I have said before, not destroying the anchor. In all of my experiences, a replacements will respawn almost immediately after a death so it’s not that much waiting. What’s more difficult is making sure you avoid killing the anchor while you mutilate the enemies spawning all around it (hint: drop AoEs just off to the side rather than right under the anchor, so that you kill 2 of the spawn points with the AoE and can take care of the third spawn point on your own).