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Reduce halcyon trap and calming amp timers
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Author:  Plagueis [ Mon Oct 17, 2011 4:12 am ]
Post subject:  Reduce halcyon trap and calming amp timers

So you can't use a halcyon trap or a calming amplifier if you badged another player or invaded a planet in the past 24 hours. That means players that pvp as much as I do (or more) won't ever get to use them again, or on rare occasion. I think 12 hours would be a lot better. Then I'd be able to set one at least on uncommon occasion. The drawback would be that more players would have them on, which would mean more null fuses wasted and fewer kills.

Author:  FerrusManus [ Mon Oct 17, 2011 4:18 am ]
Post subject:  Re: Reduce halcyon trap and calming amp timers

Yeah, and you only have a 12 hour window to hit somebody after they take your planet, so -1.

Author:  Pertominus [ Mon Oct 17, 2011 4:20 am ]
Post subject:  Re: Reduce halcyon trap and calming amp timers

-1 it would also reduce the time window we have to return fire on news feed ships :cry:

edit. darn, was beat to post this point :mrgreen:

Author:  Plagueis [ Mon Oct 17, 2011 4:21 am ]
Post subject:  Re: Reduce halcyon trap and calming amp timers

Many players, including myself, are online more than twice a day, since resources eventually cap in 10 hours, 8 hours, or even sooner. If someone steals my planet, I'm definitely on within 12 hours of them stealing it.

Author:  Lone.Lycan [ Mon Oct 17, 2011 4:24 am ]
Post subject:  Re: Reduce halcyon trap and calming amp timers

Plagueis wrote:
So you can't use a halcyon trap or a calming amplifier if you badged another player or invaded a planet in the past 24 hours. That means players that pvp as much as I do (or more) won't ever get to use them again, or on rare occasion. I think 12 hours would be a lot better. Then I'd be able to set one at least on uncommon occasion. The drawback would be that more players would have them on, which would mean more null fuses wasted and fewer kills.
maybe you missed another part of the change to halcs... they no longer put a truce effect on the attacker, they only put a truce effect on the defender.... no null fuse needed if you trigger someone's halc... either wait out their 2 hr timer, or move on to the next person

Author:  Plagueis [ Mon Oct 17, 2011 4:28 am ]
Post subject:  Re: Reduce halcyon trap and calming amp timers

And if someone badges me, I'm definitely online less than 12 hours later and able to badge them back. And I'd say a -1 myself, because more players on my bt would have h traps or calming amps on. That would be more wasted energy, more wasted null fuses, and fewer kills and raids. A +1, though, would be that I'd be able to use them on uncommon occasion.

Thinking about badging, I think 24 hours benefits me more than 12 hours would. Although there'd be less opportunity for me to be badged, I'd have less opportunity to badge others. Since I badge others a lot more than others badge me, I'd say 24 hours is better for me. That's another -1. Maybe it was a bad idea after all.

Author:  Plagueis [ Mon Oct 17, 2011 4:29 am ]
Post subject:  Re: Reduce halcyon trap and calming amp timers

Lone.Lycan wrote:
Plagueis wrote:
So you can't use a halcyon trap or a calming amplifier if you badged another player or invaded a planet in the past 24 hours. That means players that pvp as much as I do (or more) won't ever get to use them again, or on rare occasion. I think 12 hours would be a lot better. Then I'd be able to set one at least on uncommon occasion. The drawback would be that more players would have them on, which would mean more null fuses wasted and fewer kills.
maybe you missed another part of the change to halcs... they no longer put a truce effect on the attacker, they only put a truce effect on the defender.... no null fuse needed if you trigger someone's halc... either wait out their 2 hr timer, or move on to the next person


Occasionally, I set off a kv trap, remove it with a fuse, then set off an halcyon trap. In that case, a null fuse is wasted.

Author:  Plagueis [ Mon Oct 17, 2011 4:32 am ]
Post subject:  Re: Reduce halcyon trap and calming amp timers

Lone.Lycan wrote:
Plagueis wrote:
So you can't use a halcyon trap or a calming amplifier if you badged another player or invaded a planet in the past 24 hours. That means players that pvp as much as I do (or more) won't ever get to use them again, or on rare occasion. I think 12 hours would be a lot better. Then I'd be able to set one at least on uncommon occasion. The drawback would be that more players would have them on, which would mean more null fuses wasted and fewer kills.
maybe you missed another part of the change to halcs... they no longer put a truce effect on the attacker, they only put a truce effect on the defender.... no null fuse needed if you trigger someone's halc... either wait out their 2 hr timer, or move on to the next person


Maybe you missed something I said. Players that pvp as much as I do (or more) won't ever get to use them again. If I pvp enough that I have not been able to set one since the update, then of course I know that a halcyon trap affects the defender and can't be bypassed with a null fuse.

Author:  Pertominus [ Mon Oct 17, 2011 4:35 am ]
Post subject:  Re: Reduce halcyon trap and calming amp timers

Plagueis wrote:
Occasionally, I set off a kv trap, remove it with a fuse, then set off an halcyon trap. In that case, a null fuse is wasted.


before the halc tweak this happened quite often... but nowadays there is no point having them both on.... they both hinder the attacker for some time. i am yet to hit each of these on a single target :mrgreen:

Author:  Lone.Lycan [ Mon Oct 17, 2011 4:39 am ]
Post subject:  Re: Reduce halcyon trap and calming amp timers

i run through more people now with the same number of null fuses than before the halc change

i once again argue it's less null fuses wasted now

Author:  wolfprince01 [ Mon Oct 17, 2011 4:43 am ]
Post subject:  Re: Reduce halcyon trap and calming amp timers

Pertominus wrote:
Plagueis wrote:
Occasionally, I set off a kv trap, remove it with a fuse, then set off an halcyon trap. In that case, a null fuse is wasted.


before the halc tweak this happened quite often... but nowadays there is no point having them both on.... they both hinder the attacker for some time. i am yet to hit each of these on a single target :mrgreen:


When I can use them I set it up so that the KVT gos of first , and everyone really should just to make me wast some of my nulls.

Author:  Plagueis [ Mon Oct 17, 2011 4:45 am ]
Post subject:  Re: Reduce halcyon trap and calming amp timers

Since the update, I don't go through as many null fuses, since most players I attack don't have h traps set. But if the timer was 12 hours, I would waste fuses more often than I do right now.

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