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 Hair-Trigger Halcyons (and other traps?) 
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Joined: Fri Jan 28, 2011 5:55 am
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I've started PVPing and I'm irritated by these Halcyons. I'm merrily whaling on a laughable ship, when a good ways in the halcyon pops and I have to stop. I think it would be to the benefit of both barbaric warrior and cowardly victim that halcyons should be set off on the first attack. The victim takes less damage, and the assassin doesn't waste as much energy on a target that won't give them anything anyway. It would probably be a good idea to make all traps work this way, but that's the developer's decision on how to balance.

Honestly, until I started killing people today I thought that's how traps worked.

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Thu Jan 12, 2012 11:56 pm
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they should be set off after the second hit. If you're bumping someone off the tab then it works best for both attacker and defender.

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Thu Jan 12, 2012 11:57 pm
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Why the second hit?

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Fri Jan 13, 2012 12:02 am
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3Davideo wrote:
Why the second hit?


Like he said, so if you are just bumping someone off the battletab (hitting them once), you don't set it off.

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Fri Jan 13, 2012 12:08 am
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As I said, I'm new to this. Didn't know you could do that.

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Fri Jan 13, 2012 12:18 am
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Xzien wrote:
they should be set off after the second hit. If you're bumping someone off the tab then it works best for both attacker and defender.


Idea thief!!!

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Fri Jan 13, 2012 2:06 am
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:twisted:
Admit it, you'd have said the same thing!

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Fri Jan 13, 2012 2:10 am
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Xzien wrote:
:twisted:
Admit it, you'd have said the same thing!

And have. On several occasions actually.

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Fri Jan 13, 2012 2:18 am
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-1

I use the Halcs all the time, they work fine, lets not burden him with minor things like this...

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Fri Jan 13, 2012 3:20 am
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3Davideo wrote:
I've started PVPing and I'm irritated by these Halcyons. I'm merrily whaling on a laughable ship, when a good ways in the halcyon pops and I have to stop. I think it would be to the benefit of both barbaric warrior and cowardly victim that halcyons should be set off on the first attack. The victim takes less damage, and the assassin doesn't waste as much energy on a target that won't give them anything anyway. It would probably be a good idea to make all traps work this way, but that's the developer's decision on how to balance.

Honestly, until I started killing people today I thought that's how traps worked.

they trigger in the order they were applied (first on first off).... leave the person a comm telling him/her the same thing and let them know they'll be able to save traps if they put halc up first before the others

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Fri Jan 13, 2012 3:23 am
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So I should make sure I use a KVT, a Thetacron and THEN a Halc?

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Fri Jan 13, 2012 4:14 pm
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thunderbolta wrote:
So I should make sure I use a KVT, a Thetacron and THEN a Halc?

Or just a halc. Unless you or your legion plan to attack someone back, making them waste a null fuse does you no good...

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Fri Jan 13, 2012 4:21 pm
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thunderbolta wrote:
So I should make sure I use a KVT, a Thetacron and THEN a Halc?

There's another option of Halc first, then KVT and Thetacron. If the Halc wears off and someone attacks you again, you still have those as backups just in case.

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Fri Jan 13, 2012 4:29 pm
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Wow! Very informative.

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Fri Jan 13, 2012 6:48 pm
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honestly, with this newish update of halcs being defensive only, i think that halcs should ignore the set order and be triggered on the second hit no matter what. even if the kv trap or hollows bane trick was set first. then the strategy can come into play with the other three trap options. but otherwise its much more likely a player will get disabled or anger the attacker if the halc follows suit with the other traps.

+1 on tripping it on the second hit (no matter the order it was set)

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Sat Jan 14, 2012 7:55 pm
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+1 As well, save my nulls please.

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Sat Jan 14, 2012 11:58 pm
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I think this is a great idea, not only does it make life easier for the attacker the defender benefits greatly as well. I recently went on a spree of PvP and regularly hit Halcyons well into taking out my target hull even when it was the first trap I hit, it sometimes took 10-12 hits to trigger the trap. This means that my target is forced to either pay for repairs or use a nano to repair his ship. Furthermore while unlikely this means that its possible to disable someone who has a Halcyon set, as some ships are able to disable others in 5 hits or less.

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Sun Jan 15, 2012 11:58 am
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Moonblade wrote:
I think this is a great idea, not only does it make life easier for the attacker the defender benefits greatly as well. I recently went on a spree of PvP and regularly hit Halcyons well into taking out my target hull even when it was the first trap I hit, it sometimes took 10-12 hits to trigger the trap. This means that my target is forced to either pay for repairs or use a nano to repair his ship. Furthermore while unlikely this means that its possible to disable someone who has a Halcyon set, as some ships are able to disable others in 5 hits or less.

I've hit someone 3 times to disable them, and the Halc trap triggered on the 3rd hit... Not much use to them then, just a waste of a trap.

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Sun Jan 15, 2012 9:06 pm
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