Waterboy


(Buttback) #1

I think the daily mission ‘Waterboy’ could be a little milder. No other daily compares to it, since most just ask you to play (or win) a certain gamemode a few times, or add a certain merc to your loadout for a couple of games. Waterboy however forces you to actively support your team, thus changing your playstyle. It’s the only daily that requires you to do that.

No biggie for me, since pretty much the only merc I play is Sawbonez. I can see how that’s annoying for other people though.

The main problem I have with Waterboy is that it requires you to earn 14k support EXP. That means EXP you get for things like healing, reviving, and supplying people with ammo. Even though I do pretty well overall, it takes me tons of games to get it done, while other daily missions usually can be completed in about 3 to 4 games.

See the problem here?

Agree? Disagree? Opinions?


(Buttback) #2

Is nobody else bugged by it?


(Harlot) #3

Nope. I think it’s a great contract. Forces a lot of Vasili/Fragger/Proxy only players out of their bubbles and into a support role, which proper, competitive teams need. So it helps prep people for higher levels where it may be expected that they can play something more than just a merc who gets kills.


(bubblesKeyboard) #4

14k os an insane amount. Reviving gives you 25 xp and giving ammo packs give you 40. Imagine how hard and long you would have to grind for that. It takes me an insanely long time to finish this and I run Aura 24/7. Thats 560 revives. I average a bit more than 20 revives per game which is more than the average medic and still that would take me 28 games. That is about 7 hours of straight supporting.


(bubblesKeyboard) #5

Where as the combat xp takes me about 7 games which is a 1 hr 45 mins


(Buttback) #6

Reviving gives you more EXP than that. It’s never below 50 for me.

Even so, if we swap 25 for 50 in your calculations, you’d still end up with 3.5 hours.

@Harlot, I’m not saying it should stop forcing people out of their comfort zones. What I’m saying is that it takes an insane amount of time to be completed when compared to other contracts, even for people like me and Bubbles who main support.


(bubblesKeyboard) #7

[quote=“deliberateMaster;10889”]Reviving gives you more EXP than that. It’s never below 50 for me.

Even so, if we swap 25 for 50 in your calculations, you’d still end up with 3.5 hours.

@Harlot, I’m not saying it should stop forcing people out of their comfort zones. What I’m saying is that it takes an insane amount of time to be completed when compared to other contracts, even for people like me and Bubbles who main support.[/quote]

I’m pretty sure the revive rate is a flat 25 and then more if you charge the defibs for longer but I may be wrong. I’m near certain it isn’t 50 because I know its less than spamming ammo packs at spawn


(bubblesKeyboard) #8

Nope. I think it’s a great contract. Forces a lot of Vasili/Fragger/Proxy only players out of their bubbles and into a support role, which proper, competitive teams need. So it helps prep people for higher levels where it may be expected that they can play something more than just a merc who gets kills.

[/quote]

You realize that if they’re already a team they won’t need to be forced by anything to run a specific role. And the majority of the time the person who carries a team is a strong Proxy player or Aura.


(Buttback) #9

@bubblesKeyboard Not sure if it works any different at spawn, but I have never seen myself getting any less than at least 46 EXP for reviving a teammate using the paddles.

I play Sawbonez though, not Aura. Maybe that could be it?


(bubblesKeyboard) #10

Probably, or I could just be wrong…


(Harlot) #11

Nope. I think it’s a great contract. Forces a lot of Vasili/Fragger/Proxy only players out of their bubbles and into a support role, which proper, competitive teams need. So it helps prep people for higher levels where it may be expected that they can play something more than just a merc who gets kills.

[/quote]

You realize that if they’re already a team they won’t need to be forced by anything to run a specific role. And the majority of the time the person who carries a team is a strong Proxy player or Aura.[/quote]

I think you misunderstood. It forces people to play something other than a kill support class. Which is great as those are in high demand and the cornerstone of a high level team. It’s similar to DPS vs tanking/healing in WoW. It’s a great contract. It makes newer players play something else other than Proxy/Fragger/Vas. It helps keep everyone at least a little familiar with the support mercs. And it’s probably a reason there’s one medic or skyhammer on your team, so I’m thankful for that. The numbers may be high for the requirement, but I’ve found either going Aura and just healing a ton/reviving or Skyhammer and getting direct hits with ammo (you get bonus points for that) isn’t so bad. Probably about 5 Stopwatch games. Maybe cut a game off of that and you’re in the sweet spot.


(Buttback) #12

Then either we are really bad or you are just really good.

It took me ages to finish today.


(Harlot) #13

[quote=“deliberateMaster;10902”]Then either we are really bad or you are just really good.

It took me ages to finish today.[/quote]

People are reporting the quests aren’t tracking EXP correctly. That may be the issue here. You may have exceeded the 14K easily and not gotten credit. I remember doing this contract almost daily last week and not thinking anything of it. So once they fix it maybe it should be reviewed then.


(Buttback) #14

Ah, wasn’t aware of that. Let’s hope that’s the case here.


(Amerika) #15

The missions are definitely bugged. I spent a good part of Sunday I believe doing Waterboy and I was basically super medic the whole time.


(god1) #16

Waterboy contract’s XP goal should be cut in half. The second most time consuming mission is probably to win 2 Stopwatch matches in which time you can get maybe 20% of the 14000xp for Waterboy even if you’re focusing purely on farming support xp.


(Szakalot) #17

Revive XP depends on how much health the revived player is at. Full revive for Fragger will give you the most XP.