Quantum Theory achievements

Quantum Theory

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There are 50 Quantum Theory achievements worth 4,372 (1,000)

5,926 tracked gamers have this game, 95 have completed it (1.60%)

Achievement Details

Immortal in Quantum Theory

Immortal275 (50)

Obtain the rank of Immortal.

  • Unlocked by 195 tracked gamers (3% - TA Ratio = 5.50) 5,926  

Achievement Guide for Immortal

659,970 (325,691)
Achievement won on 21 Apr 12
TA Score for this game: 3,315
Posted on 01 May 12 at 10:33, Edited on 17 August 12 at 10:23
This solution has 22 positive votes and 1 negative vote. Please log in to vote.
I have split this guide in to three sections:
1.Useful Information: What you really need to know before and during boosting
2. Dead or Alive (AKA Team Deathmatch) game type:The method for boosting XP using the Dead or Alive game type
3. Executioner (AKA Deathmatch) game type: The method for boosting XP using the Executioner game type

1.Useful Information:
There are two game types available for multiplayer in Quantum Theory: Executioner (AKA Deathmatch) or Dead or Alive (AKA Team Deathmatch).It is possible to gain XP from either type

Hosting Matches: 1 player is required to host the match (make sure it is the player with the fastest sable connection relative to the other players). Once all players are in the lobby and the match starts the lobby is locked. The host can kick any ‘randoms’ from the lobby.
NOTE! Make sure the host of the game lobby is not the XBox Party host.

Players required: 6 to 8 with a minimum 6 to start the game, (should a player lag out of the game the XP still counts for those remaining within the match)

Time required to reach Immortal rank: For 6 to 8 players it should take round 40 hours

Ranks (Colour) and XP Requirements
Starting Rank (Green) – 0 XP
Novice (Orange) – 4,000 XP
Soldier (Orange) – 10,000 XP
Mercenary (Orange) – 20,000 XP
Commando (Orange) – 40,000 XP
Elite (Orange) – 100,000 XP
Slayer (Orange) – 180,000 XP
Berserker (Orange) – 300,000 XP
Storm (Blue) – 500,000 XP
Immortal (Yellow) – 1,000,000

XP Threshold: If a player’s total XP for a match is greater than 30,000 XP the total becomes a negative score. This is not taken away from the leader boards but will have to be re-accrued the next time the player takes a turn.
NOTE! You have to keep score manually, (pressing the ‘Back’ button will not bring up a scoreboard), recording each kill. (I recommend doing it roughly) in Executioner or round totals in the Dead or Alive game type respectively.

Lag, Disconnections and Restricted NAT: The multiplayer experience can be flaky, susceptible to random disconnections by player or the host or may be greatly affected by a Restricted NAT.
Symptoms include:
- Disconnections
- Players are harder to kill
- Players are ‘invisible’
- Players that are moving seem to stand still
- Other players rank appear ‘Green’ even though the players in question have ranked up

In order to combat this I strongly advise the following:
I cannot emphasise this enough. It may alleviate the majority of the problems.

When killing, (accruing XP):
- Always aim for the head. The enemies should die quicker and you will accumulate an XP multiplier. Note! You should reach 250 XP per kill when killing a person at the same rank as you. This will increase or decrease by 25 XP each rank the player being killed is above or below you.
i.e. A Novice killing an Immortal will eventually receive 500 XP per kill.
- Always select a male character with Primary and Secondary weapons set to the Grave Digger or Thornshade machine guns, (large amount of ammo and relatively powerful). The female weapons are not as powerful. Note! There is some merit in using the sniper rifle but it has small amount of ammo and you may find yourself running for an ammo refill often.
- Keep track of your individual XP. As a general rule do not go above 30,000 XP per match, (see Dead or Alive game type for exceptions).

When being killed, (accruing XP):
- Always select a female character, they move faster and die easier

2. Dead or Alive (AKA Team Deathmatch) game type)
Max XP Gained:10,000-15,000 (per 10 Minutes)
Players gaining XP per Match: 2 players from each team take a turn per round. If the game goes to 3 rounds a maximum of 6 players can XP.
Map:The Great Hall
Time:10 minutes for each round, (best of 3 rounds) and therefore a minimum of 20 or up to 30 minutes per match, (this is the default and does not change).
Method:Spawn kills. A player from each team (getting the XP) runs from one side of the map to the opposite teams spawn area (straight down the steps, across the map and straight up the stairs at other side) and kills the other team for the duration. The spawn areas are mirrored on either sides and do not move.
The spawn area is shaped like an E. Those being killed keep the right analogue stick pulled down therefore moving their character to the rear of the spawn areas (the spine of the E).
The Player accruing the XP shoots the enemy team in their heads when they move into the rear of the spawn (they stand at the top or the bottom of the E and shoot down the spine as enemy move into it)
The winning team receives 20% XP bonus, whilst the losing team receives a 20% penalty. Therefore if you are scoring and you are going to win or lose the match it is Ok to get up to 24,500 or 37,000 XP, (in theory, but very unlikely), respectively per individual XP per match
- Small easily navigable map
- When not taking a turn a player does not have to be present.
- Winning team receives a 20% XP bonus
- Relatively easy to keep track of score
- Easier to keep track of individual scores
- Losing team gets penalised by 20%
- The effects of the poor multiplayer experience may be intensified.
i.e. In an eight player match if 1 person disconnects from the match and another is invisible on the same team. The player accruing XP on the opposite team will end up killing only one person

3. Executioner (AKA Deathmatch) game type:
Max XP Gained: Up to 30,000 per match (keeping the XP threshold in mind)
Players gaining XP per match: 1 player per match
Map:The Great Hall
Time:Up to 10 minutes per match (this is the default and does not change)
Method: One player moves to the bottom centre of the map (centre of the Great Hall) whilst the other players constantly run from changing spawn points, (down stairs, along hallways and jumping/dropping down) to him to get killed
- Small easily navigable map
- The effects of the poor multiplayer experience are greatly reduced.
i.e. In an eight player match if 1 person disconnects from the match and another is invisible. The player accruing XP will still have 5 players to kill
- Requires players to be active for the entirety of the game
- Very hard to keep track of the score as there is no in game scoreboard
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