The Resistances (OW)

Here is finally the full article on the 4 Resistances. You could unlock them as bonus missions that could be unlocked as rewards for the 4 Successes of The Intrusion mission on Junkertown. I've reworked and updated them and made a Trailer: 

Click on the image to see the trailer

The code for the first Resistance: 0D6Z5

The others will be given by succeeding in the resistances as you go along or if you unlock the achievements of The Intrusion mission.

The principle of this series of 4 challenges is to assemble a team of 3 or 4 players and try to hold a position against an army of 150 enemies who will attack with increasing intensity.

Play as some of the overwatch heroes and chain together frags without dying to earn bonuses.
You have a very limited number of lives that you share as a team. The elite enemies are varied and will test your organisation and communication skills!

Bonuses :
Defeating an enemy gives 1 point. ( You have to give him the final blow )
You lose 75% of your points if you die. ( even if the total score is displayed in small )
- From 10 points : The green bonus, a regeneration of 10 hp per second.
- From 20 points : The blue bonus, your max life is increased by 50%!
- From 30 points : The Dragon bonus (purple), each of your attacks applies a burn of 51 damage in 3 seconds.
If an enemy dies from the burn, the point goes to the player closest to that enemy.

If you have at least 40 points when you die and you have lives left, you will keep the green bonus.
I advise you to spread the points around a bit during the rare 'quiet' moments. The last 50 enemies will be the toughest, and if a player doesn't have any bonuses at that point in the game, he will have a very hard time surviving. And having more than 30 points does not give any other bonus.

Tips & Informations:
- A teleporter between the apparition room and the objective will remain active as long as there are at least 125 enemies left. Dying at the beginning of the game is therefore not too punishing. Watch out for yourself later on.

- Objective A is totally secondary. Beware you lose if the enemies capture Objective B
- Holding Objective A long enough allows you to regain 2 lives. This is the only way to gain them.
- Prioritise your survival! In a resistance, dying is quickly critical. If you have no life left, you cannot reappear! ( Except thanks to the resurrection of Mercy )
- When Objective A is captured, players are teleported to Objective B (and elite enemies will usually take a short break before attacking again)
- Resistances are fast and frenetic games, after the 30 seconds of hero selection, enemies come quickly and non-stop!
- There are 3 successes that can be achieved during a resistance:
*Quickly and well (time used): Pass the resistance quickly (varies by resistance)
*Get 2 bonus lives! Hold point A long enough to get 2 bonus lives
*FireFrag ! : Kill at least 12 enemies with the Dragon bonus

- When you win, the code of the next resistance is displayed in green on the objective, note it in the chat to keep it handy.
- If you come across a small area of white smoke, this is where the enemies can spawn from.

How to start a Resistance?
- You need to be a team of 3 or 4 players.
- Enter the code of the resistance, 0D6Z5 for the first one on Volskaya
- Players must be on the left in the blue team
- You must add some A.I. for the red team before starting the game, otherwise the resistance will not start:
On Volskaya: 6 A.I. with Soldier76 and one with Zarya
On Anubis: 4 A.I. with Soldier76
On Hanamura: 5 A.I. with Bastion and one with Zenyatta
On Paris: 5 A.I. with Bastion

Choose the difficulty of the A.I. according to your level. The challenge will surely be a bit too easy in easy ( unless you are only 3 players ) I advise you to play in Medium for an optimal game experience. If you really want to spit blood, go and face the 150 enemies on hard!


Playable Heroes:
- The first Resistance is on Volskaya, you can play a Talon hero: Doomfist, Fatale, Sombra, Sigma, Reaper, Moira and even Baptiste.
- The 2nd Resistance is on Hanamura, you can play these heroes: D.va, Lucio, Mercy, Genji, Hanzo and Mei.
- The 3rd Resistance, my favourite, is on Paris. This map lends itself much better to PvE! You will be able to play all the heroes from the Overwatch 2 'Zero Hour' cinematic:
Reinhardt, Brigitte, Winston, Tracer, Mei, Echo, Genji and Mercy.
- The 4th Resistance is on the Temple of Anubis, it is the most difficult and you will be limited to the following heroes: Ashe, McCree, Baptiste, Junkrat , Roadhog and Hammond ( Ball )


Hero Modifications :
Genji: The deflect do more damage
Fatale : The ultimate increases the damage by 40% over its duration
Reaper: His Ammo are reduced from 8 to 6 shots
Sombra: Hack an enemy stun for 1 second, a hacked enemy takes 25% more damage.
Echo: His ultimate allows you to temporarily play as Bastion, Orisa or even an R-Bomb
D.va : In pilot mode, it is more difficult to recover his Meka
Mercy: Resurrection changes: You have to be very reactive to a player's death to resurrect them. Initiating the ability is more difficult, but the player will then be brought back to life and if you have between 1 and 4 lives left, the resurrection brings back the life that was lost. Be careful though, as a player who dies and is resurrected will still lose 75% of his points. Resurrection can bring a player back to life even if your team has no life left!


Enemy types to face:
- Soldiers. (on Volskaya and Anubis) They represent the basic troops. They use rockets with a CD of only 6 seconds. But these projectiles are relatively slow, it is better to avoid them because they deal up to 120 damage in difficult. Moreover, the basic shots of these enemies are not really dodgeable (and inflict little damage). At short range, rockets are very hard to avoid.
- The Commando. (on Volskaya and Anubis) This is a reinforced version of the basic soldier. They can use a healing beacon (healing up to 100HP per second on hard). Only one beacon can be placed at a time. They can use the tactical visor. Inflicts 35% more damage and has 80 extra hp. Commando's are there to increase the difficulty if players manage to defeat more and more base soldiers.

- The Bastions. (On Hanamura and Paris) They represent the basic troops. Slower than the soldiers and less powerful, they are however much more resistant. Be careful not to be completely overwhelmed by these enemies.
- Bastion in Sentinel mode. One of the Bastions will sometimes go into turret mode. It will attack hard and from a distance. It will also be more resistant. It will remain so for at least 6 seconds and usually longer. Inflicting damage (around 200) to a Sentinel Bastion will force it back into normal mode.

- The Destructor. (On Hanamura and Paris) One of the Bastions can become a Destructor, it will then use its mini-tank form. It will be able to perform vertical pulses, will be much faster, more resistant (30% damage ignored) and will use auto-repair. A Destructor's attack is a relatively slow red missile but inflicts area damage (depending on the difficulty). These shots will eject players who take them, even on easy. The Destructor will have a disruptive role and will be particularly tenacious due to its mobility, range, self-repair and high resistance. Every 8 seconds a Destructor must reset, so it is especially fragile during this short period when it does nothing else. Destroying a Destructor means that it will not be seen again for at least 10 seconds. ( On Hanamura, there are 2 Destructors at the same time towards the end of the run) 

- The War Monk. (exclusively on Hanamura) He has similar abilities to Zenyatta. He has only 40 hp and 120 shield for a total of 160, he is slower but does not suffer any control (he cannot be frozen, stunned or pushed back) and suffers damage ONLY in the head! His yellow orb heals his mechanical allies twice as fast.
There can only be one War Monk at a time. If a War Monk is destroyed, there will be no more for at least 10 seconds. They sometimes use Transcendence!

- The OR-16. (On Hanamura and Paris). An OR-16 is a relentless war machine, immune to checks (like the War Monks) with an extremely resistant armour: they have 600 life points and suffer only 40% damage. And if that wasn't enough, they also deploy barriers.
They have 2 attacks: Burst fire, extremely devastating on stationary or short range targets.
  Detonation Beam: The OR-16 stops firing and sends out beams that target 2 areas close to players (or on the ground in front of it). After a 1.5 second delay, the beams cause powerful detonations inflicting 180 damage in 1 second to players in the targeted areas.
Defeating an OR-16 scores 2 points and another will return between 15 and 45 seconds later depending on the number of enemies remaining. Stay on the move and don't hesitate to team up against this kind of Omnic. If you see Detonation Rays, warning your team can save them.
On Hanamura, if the players are well on their way to winning the resistance, two OR-16s will be deployed on the battlefield at the same time.

- The R-Bomb. (Rolling Bomb, exclusively in Paris) This is literally a rolling bomb, which will make its way to the centre of the objective that the players have to defend. The core of the R-Bomb turns from yellow to purple when it primes and a huge red sphere expands. After 2 seconds, all players caught in the sphere will be blown up (barriers do not protect against R-Bombs!) The explosion inflicts 750 damage in 1 second, so it is unlikely to survive! Destroying an R-Bomb gives 2 points then another one will come back but not before 25 seconds. Push back an R-Bomb (with Brigitte, Reinhardt or Winston) to temporarily defuse it. It will then move back to the centre of the target before re-bombing. An R-Bomb has 750 hp and can deploy an adaptive shield to further increase its resistance. You can simply let the R-Bomb detonate by walking away and then immediately returning to the point before the Bastions capture it. You can also use crowd control (Stun, Freeze, etc.) to effectively slow its progress and give you time to focus it and take no chances. If Echo uses her Duplication an R-Bomb, she will then become an R-Bomb, the ultimate will then detonate on demand, the detonation area will be bluish and will only inflict damage to enemies. Echo will then return to its normal form. If the players are about to win the resistance, 2 R-Bombs will be deployed on the battlefield at the same time! 

- Snipers. ( on Volskaya and Anubis ) Snipers have 300 hp and focus on accuracy and range. They position themselves at predefined tactical locations and then lock on to a target. After 1.2 seconds, the target will be shot at, taking 70 damage every 0.8 seconds. A Sniper shoots 3 times at his target who can take a devastating total of 210 damage. It is almost impossible to dodge a shot unless you use a fast mobility ability. To survive a Sniper, there are 3 ways: Either one of your allies eliminates him before the 3 shots. Either a player gets within 4 meters of the Sniper, he will be hindered and instead of shooting will try to throw small punches. But the easiest solution is to take cover behind a wall, the beam indicating that you are being targeted will pass through the wall but the shots will be stopped by any obstacle. You can even hide behind a tanky ally if no wall is nearby. If the players have inflicted a lot of casualties on the attacking soldiers, the snipers will be additionally equipped with biotic grenades: A purple circle appears on the ground at the location targeted by a sniper sending a grenade (beware, the indication is quite approximate and the impact area of biotic grenades are large). Biotic grenades prevent any healing for 4 long seconds which can be critical! Defeating a Sniper allows you to be quiet for at least 20 seconds before another one arrives ( Be careful though on Anubis, during a phase, there are 2 Snipers at the same time! ) There can only be between 14 and 18 snipers per game on Anubis. And Snipers are even rarer among the troops on Volskaya. Facing a Sniper who is aiming at you is quite suicidal! Snipers are the enemies that require the most cooperation to defeat (one player distracts and then takes cover while another takes care of the elimination) 

- The Raptora. ( exclusively on Anubis ) The Raptoras are the name given to the elite soldiers wearing the ex-skeletons of the same name. Phara is the most famous of these powerful soldiers. A Raptora has 400 hp! Fires rockets inflicting 80 damage (Raptora projectiles are relatively slow) A Raptora fires with a rate of 0.8 seconds and must reload after 6 shots. This flying opponent will bombard players until they die. Each Raptora shot can target a different player in range, plunging the team into deadly, explosive chaos (unlike Snipers, which aim at a specific target for 5 seconds before switching).  Up to 2 Raptoras can be used at the same time. Helix security troops only have a small number of these elite soldiers, despite a dose of randomness, you can only come across between 14 and 18 in a run. Eliminating a Raptora allows you to be quiet for at least 25 seconds before a new one attacks again.
The more a Raptora bombs, the more altitude it loses. If it hits the ground, it will immediately use the Jump-Jet to climb back into the air. Sometimes Raptoras use a slight left-right momentum.
If you clear at least half the enemies, the Raptoras will be allowed to use the terrible Missile Barrages. ( Similar to Phara's ultimate, but slightly less powerful )

- National Hero ( exclusively on Volskaya ) This is quite simply Zarya. Attacking against his shields will increase his damage. This enemy can sometimes throw a Graviton. It has 500 HP (including 250 shields) and inflicts 20% more damage than a classic Zarya.

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