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Lepus disruption ability
http://galaxylegion.com/forum/viewtopic.php?f=6&t=40357
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Author:  kirkeastment [ Sun Apr 06, 2014 12:30 pm ]
Post subject:  Lepus disruption ability

Apparently you can only disrupt the repair function once an hour, per person.

This needs to be changed, because it means that you can only deal with 12 per hour max, and that's if you have 60 members online at the same time.

Perhaps the cool down could be changed to 15 minutes instead, because as it stands right now these cannot realistically be killed efficiently, should your legion find a bunch inside an hour.

Author:  Devastation [ Sun Apr 06, 2014 12:41 pm ]
Post subject:  Re: Lepus disruption ability

Just change it so that it's once per hour per Elite. That fixes it.

Author:  kirkeastment [ Sun Apr 06, 2014 1:32 pm ]
Post subject:  Re: Lepus disruption ability

Devastation wrote:
Just change it so that it's once per hour per Elite. That fixes it.


Yep, that would work as well.

Just so long as there is some sort of change, because 1 hour is far too long to wait. It means either having to postpone alerting or risking the alert and seeing it be a total farce due to repairs and lack of understanding of how to deal with the elite.

Plus you may end up with 5+ being alerted at once, which just makes the issue worse.

Author:  Sharnhorst [ Sun Apr 06, 2014 7:13 pm ]
Post subject:  Re: Lepus disruption ability

Devastation wrote:
Just change it so that it's once per hour per Elite. That fixes it.


I really don't understand why is this not the default behaviour...

I hope it's just an oversight that gets corrected quickly, and not intentional design.

Author:  Sharnhorst [ Sun Apr 06, 2014 8:50 pm ]
Post subject:  Re: Lepus disruption ability

has this been moved from issues / support to suggestions?

Author:  KJReed [ Mon Apr 07, 2014 1:22 am ]
Post subject:  Re: Lepus disruption ability

Sharnhorst wrote:
Devastation wrote:
Just change it so that it's once per hour per Elite. That fixes it.


I really don't understand why is this not the default behaviour...

I hope it's just an oversight that gets corrected quickly, and not intentional design.

i think it was intentionally made that way so it wouldnt be a small few getting on all of the elites as that would not be possible for them to do unless they were using others disruptions.

Author:  Arbiter [ Mon Apr 07, 2014 3:40 pm ]
Post subject:  Re: Lepus disruption ability

It's fine the way it is, if you can't take them out then stop looking for more.

Author:  Sharnhorst [ Mon Apr 07, 2014 5:15 pm ]
Post subject:  Re: Lepus disruption ability

Yer, it's fine for people who play a few minutes a day, and will see one or 2 of the elites during the event... looks like Dan actually wants us to cut on our play time, so nice of him :)

Author:  KJReed [ Tue Apr 08, 2014 1:38 am ]
Post subject:  Re: Lepus disruption ability

Sharnhorst wrote:
Yer, it's fine for people who play a few minutes a day, and will see one or 2 of the elites during the event... looks like Dan actually wants us to cut on our play time, so nice of him :)

he wants more balance. more em = attempt to make mining becomes less useless
npc restrictions = small group of people being able to bandwagon on every rare npc
i forsee either a new use for res or a handful of new ctl blueprints to attempt to make that more worthwhile as well.

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