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Quantum Bio-Vaporizers overpowered (and Rift Traps)
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Author:  ICBLF [ Thu Nov 15, 2012 4:27 am ]
Post subject:  Quantum Bio-Vaporizers overpowered (and Rift Traps)

Quantum Bio-Vaporizers seem pretty overpowered since they can be stacked on planet attack. Effectively, an invader can use multiple vaporizers to get to the invade button without ever attacking a planet. Can they be limited to reducing the population to 50% or 25% of the max population of the planet? This would make them useful when invaded a well populated planet but still make population a useful part of defense on a planet.

Also, can Abysmal Rift Traps be tripped by a Vaporizer or when a ship attempts an invade? Ideally this wouldn't count as an invasion attempt for the ship, they would just click Invade, get the trap notification and lose access to the invade button on the trapped planet.

Author:  Wolfy Minion [ Thu Nov 15, 2012 4:30 am ]
Post subject:  Re: Quantum Bio-Vaporizers overpowered (and Rift Traps)

Just make it so QBV can't be used on a planet with <20 pop that way the person has to attack once.
or 100 just in case of the planet having the other traps.

Author:  ICBLF [ Thu Nov 15, 2012 4:43 am ]
Post subject:  Re: Quantum Bio-Vaporizers overpowered (and Rift Traps)

Littlefluffy wrote:
Just make it so QBV can't be used on a planet with <20 pop that way the person has to attack once.
or 100 just in case of the planet having the other traps.

That would work as well. Though if a player stacks other traps before a Rift trap, maybe they deserve to not have it trip in time. It's like red badging someone with a Halc, Krio, Omicron, Theta, and Bane trap. If they put them all on and the Halc doesn't fire until the kill shot, then that's the price they pay for not being strategic in what traps they set.

Author:  Tree7304 [ Thu Nov 15, 2012 5:58 am ]
Post subject:  Re: Quantum Bio-Vaporizers overpowered (and Rift Traps)

While on the topic of fixing these rift traps.

Might want to make rift traps like warp inhibitors in that the planet can't be attacked in the last week in order to use it.

Author:  mojo311 [ Thu Nov 15, 2012 12:17 pm ]
Post subject:  Re: Quantum Bio-Vaporizers overpowered (and Rift Traps)

I don't konw the QBV's are more on the rarer side so if someone wants to use them all up on a planet to get that low pop then I say let them waist them on 10 extra pop. You will still get the notifications.

Author:  QCubed [ Thu Nov 15, 2012 1:07 pm ]
Post subject:  Re: Quantum Bio-Vaporizers overpowered (and Rift Traps)

A more general solution, to allow for other traps that would be circumvented:

* Make EVERY planet trap should trigger when planet population is reduced to 10 or less. (Except by the player installing a structure which causes this.)

Another Option, though not as general:

* Make all Planet Traps which produce special effects triggered by attacking (ie. immunity, alert, anti-artifact, etc.) trigger-able by any enemy artifact being used on the planet.

Author:  Devastation [ Fri Nov 16, 2012 5:07 pm ]
Post subject:  Re: Quantum Bio-Vaporizers overpowered (and Rift Traps)

I'm sure the description says an attacking ship has a "CHANCE" to set off a trap. It's not guaranteed.

Author:  strm avenger [ Fri Nov 16, 2012 5:16 pm ]
Post subject:  Re: Quantum Bio-Vaporizers overpowered (and Rift Traps)

Dex, 10% chance perhaps. Attack 20, 30 times? More? So what kinda chance is there for it not to happen? <1%

Author:  Common [ Fri Nov 16, 2012 8:27 pm ]
Post subject:  Re: Quantum Bio-Vaporizers overpowered (and Rift Traps)

Both items are quite rare... not many have dozens of quantum bombs and rift traps lying about.

Author:  Tree7304 [ Fri Nov 16, 2012 8:44 pm ]
Post subject:  Re: Quantum Bio-Vaporizers overpowered (and Rift Traps)

Common wrote:
Both items are quite rare... not many have dozens of quantum bombs and rift traps lying about.

Quantum Bio-Vaporizer (Uses Left: 48)
Abysmal Rift Trap (Uses Left: 5)

There are plenty in our battle group with rift traps.
I don't know about bio vaporizers though.

Author:  KJReed [ Fri Nov 16, 2012 9:31 pm ]
Post subject:  Re: Quantum Bio-Vaporizers overpowered (and Rift Traps)

Common wrote:
Both items are quite rare... not many have dozens of quantum bombs and rift traps lying about.

im averaging one bio vap about every 750 kills. and thats just based off of what i havent used(know i havent used many though)

Author:  Necrokristo [ Sat Nov 17, 2012 12:16 am ]
Post subject:  Re: Quantum Bio-Vaporizers overpowered (and Rift Traps)

Quants should be limited to 2 uses per planet to make it fair.
since accumulating them isn't so hard.

Author:  ICBLF [ Sat Nov 17, 2012 6:29 am ]
Post subject:  Re: Quantum Bio-Vaporizers overpowered (and Rift Traps)

XxDarthDexterxX wrote:
I'm sure the description says an attacking ship has a "CHANCE" to set off a trap. It's not guaranteed.

Image

Reads as guaranteed to me.

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