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KV's and being unable to attack suggestion http://galaxylegion.com/forum/viewtopic.php?f=6&t=18930 |
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Author: | icarium81 [ Sun Jan 08, 2012 12:06 pm ] |
Post subject: | KV's and being unable to attack suggestion |
I've seen a player who has lots of energy, just go around hitting every person they can in our legion (we're at war) and they soak up KV's simply because they have the time to wait out the timers... My suggestion is that after you reach ZERO attack, you lose the ability to attack anyone... if you DO get to attack, it should be at the cost of MASSIVE hull damage, since thats the ONLY thing left to do: RAM THEM. as it stands now, i've seen a player with MINUS 905 attack... WTF WERE THEY ATTACKING WITH!!!!????? |
Author: | icarium81 [ Sun Jan 08, 2012 4:39 pm ] |
Post subject: | Re: KV's and being unable to attack suggestion |
sooo... is this a worthwhile issue? seen a few people looking, but no ones commented on it ![]() |
Author: | Preliator Xzien [ Sun Jan 08, 2012 4:53 pm ] |
Post subject: | Re: KV's and being unable to attack suggestion |
I like the ramming suggestion. |
Author: | icarium81 [ Sun Jan 08, 2012 5:02 pm ] |
Post subject: | Re: KV's and being unable to attack suggestion |
I thought it was nice... take maybe 1.5X your original attack, in damage for doing such a thing, and also doing a fair amount more then a regular attack.. say XXX guaranteed damage on the other player (based on your hull size or something...) |
Author: | Preliator Xzien [ Sun Jan 08, 2012 5:10 pm ] |
Post subject: | Re: KV's and being unable to attack suggestion |
Realistically, your hull and shields would lower the damage done to your ship (but still be very high), while your engines would boost the damage done to theirs. All the while your engines are being strained, so it would cost more energy. The more engines, the more energy used. |
Author: | biz387 [ Sun Jan 08, 2012 5:19 pm ] |
Post subject: | Re: KV's and being unable to attack suggestion |
How about a simpler suggestion? While under the influence of a KVT weapons are not strong enough to trip another? |
Author: | Preliator Xzien [ Sun Jan 08, 2012 5:23 pm ] |
Post subject: | Re: KV's and being unable to attack suggestion |
You're refering to hitting a KVT then a Halcyon aren't you? ![]() |
Author: | icarium81 [ Sun Jan 08, 2012 5:38 pm ] |
Post subject: | Re: KV's and being unable to attack suggestion |
no no, like I said, I seen ONE person soak up 15-20 KVT's and they were still 'attacking' for more... tiny ship build so they were taking minimal damage and 'collecting' our traps for their legion mates... it would be effectively the same as if they hit a halycon trap and couldn't attack i guess, but no halycon trap was mentioned previously. |
Author: | Preliator Xzien [ Sun Jan 08, 2012 5:40 pm ] |
Post subject: | Re: KV's and being unable to attack suggestion |
I was refering to biz387's post. But both the ramming suggestion and can't hit another trap with KVTed are great. |
Author: | biz387 [ Sun Jan 08, 2012 5:48 pm ] |
Post subject: | Re: KV's and being unable to attack suggestion |
I said exactly what I meant. Whilst under KVT weapons are not strong enough to trip another trap. You are able to still attack for pathetic damage but not trip traps. |
Author: | Chakotay [ Sun Jan 08, 2012 9:41 pm ] |
Post subject: | Re: KV's and being unable to attack suggestion |
Lets just get rid of the trap... Keep the halycons for the PVErs. |
Author: | biz387 [ Sun Jan 08, 2012 10:25 pm ] |
Post subject: | Re: KV's and being unable to attack suggestion |
Chakotay wrote: Lets just get rid of the trap... Keep the halycons for the PVErs. -1 Worst solution ever the traps are necessary due to the range of ranks on bt.. over 400 ranks higher are allowed to attack me. |
Author: | KxG Ryoko [ Sun Jan 08, 2012 10:30 pm ] |
Post subject: | Re: KV's and being unable to attack suggestion |
Chakotay wrote: Lets just get rid of the trap... Keep the halycons for the PVErs. Nah, let's not get rid of the trap. if we lose the KV trap, then Dan would need to remove Quantum Firewall aswell. otherwise, why do PvPers get no debuff but players that do alot of hacking loses ALL cloak for 2hours, where as with the KV PvPers only lose 90% for 30 minutes. Balance is already out of sync, Don't try and make it easier for PvPing -_- |
Author: | Vyger [ Mon Jan 09, 2012 2:43 am ] |
Post subject: | Re: KV's and being unable to attack suggestion |
biz387 wrote: Chakotay wrote: Lets just get rid of the trap... Keep the halycons for the PVErs. -1 Worst solution ever the traps are necessary due to the range of ranks on bt.. over 400 ranks higher are allowed to attack me. Excellent, glad we fixed one broken game mechanic by putting in another really, REALLY bad game mechanic... Allowing unlimited use of overly powerful, easily obtained KVTs, as well as stacked debuffs, has resulted in a badly structured PVP model, in my opinion. PVP should be focussed on ship vs ship strength, not how many arties you have in cargo and who is/isn't online. Full disclosure: Battles 154862 (Epic Legend), Player Kills 1013, Deaths from Players 151. |
Author: | sgtlynch [ Mon Jan 09, 2012 3:32 am ] |
Post subject: | Re: KV's and being unable to attack suggestion |
Vyger wrote: biz387 wrote: Chakotay wrote: Lets just get rid of the trap... Keep the halycons for the PVErs. -1 Worst solution ever the traps are necessary due to the range of ranks on bt.. over 400 ranks higher are allowed to attack me. Excellent, glad we fixed one broken game mechanic by putting in another really, REALLY bad game mechanic... Allowing unlimited use of overly powerful, easily obtained KVTs, as well as stacked debuffs, has resulted in a badly structured PVP model, in my opinion. PVP should be focussed on ship vs ship strength, not how many arties you have in cargo and who is/isn't online. Full disclosure: Battles 154862 (Epic Legend), Player Kills 1013, Deaths from Players 151. well how would you suggest it be fixed? |
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