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I would agree to this but on two conditions.

Condition 1) The Halcyon bypass can only be used once on a defender every 24 hours.

Condition 2) A defender can put up two Halcyons.

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Wed May 23, 2012 4:06 am
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Big -1 on this, reasons mentioned earlier by same supporters


Wed May 23, 2012 3:17 pm
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-1 I would rather see halc and KVT be unable to be run together . If we where to change things up.

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Wed May 23, 2012 4:02 pm
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here is a variaty that might get some support:

Viral Infaltration countertrap
Target: apply to self
Effect: when attacking a player, if you trip a KVT trap on an attack, remove halc trap from the target if any.
Duration 2 hours.

itsSoulPLayAgain wrote:
-1 I would rather see halc and KVT be unable to be run together . If we where to change things up.


kinda does that, but doesn't hurt the ppl who have the decency to halc first KVT later

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Wed May 23, 2012 4:10 pm
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Uy23e wrote:
here is a variaty that might get some support:

Viral Infaltration countertrap
Target: apply to self
Effect: when attacking a player, if you trip a KVT trap on an attack, remove halc trap from the target if any.
Duration 2 hours.

itsSoulPLayAgain wrote:
-1 I would rather see halc and KVT be unable to be run together . If we where to change things up.


kinda does that, but doesn't hurt the ppl who have the decency to halc first KVT later


I could go for that if you also give an option to remove your own trap. I pretty commonly run a KVT while in a pvp spree, then halc once the heat dies down. I wouldn't want having a KVT still up guarantee I get killed through my halc.

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Wed May 23, 2012 4:12 pm
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-1 from me as well. Previous arguments against this change are all correct.

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Wed May 23, 2012 7:55 pm
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.

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Last edited by playret0195x on Sun May 27, 2012 7:59 pm, edited 1 time in total.



Wed May 23, 2012 8:06 pm
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+1 if it had a 50% chance of failure, resulting in instant death of attacking ship (with halc'd ship getting the kill), and 25 crew killed instantly.

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Wed May 23, 2012 9:53 pm
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Last edited by playret0195x on Sun May 27, 2012 8:00 pm, edited 1 time in total.



Thu May 24, 2012 7:31 pm
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playret0195x wrote:
It would be some new CTLab idea:

25 Halcyon Traps
25 Containment Cages
5 Tactical Inner-Bypass Artifact

Allows you to bypass a halcyon trap effect from an enemy ship while you are attacking. Can only be used if you triggered the effect.


Halcyon Trap usage has already been limited by the PTB but this wouldn't be a bad idea. Double the requirements posted and I'm onboard.

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Thu May 24, 2012 7:45 pm
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Darth Flagitious wrote:
You're talking about apples and oranges there ace... KVTs and QFTs affect the ATTACKER. Halcyons affect the DEFENDER. If you take away the ability of people to effectively protect themselves (ie Halcyons) you may as well completely scrap ALL traps, Calming Amps, and PvP. If you take away the ability of people who have NO INTEREST in PvP to protect themselves, they WILL start quitting. Dan changed (yes Chris, changed=modified) Halcyon traps to affect the defender for that specific reason among others. Why would he EVER take that away from them? Everyone bytched and moaned when the halcyon affected the attacker, "Dan it takes too many null fuses to get a disable, waa waa." So it was fixed. If you hit someone with a halcyon, quit crying and go get someone else. People talk about this being a war game. Sorry, but it is much more than that, and you know what? Some people aren't interested in the war aspect. Why take their enjoyment of the game away from them?


+1 to Darth Flagitious. I enjoy all aspects of the game. Doing missions when I need some artis, or killing other players when I gtt bored and a little mischievous. And I've had my share of hitting Halc trap after the whole slew: KVT, Omnicron and Tethacron. But I understand the need for Halcs. It gives a variety in otherwise bland PvP aspect of FB games. It ruins your routine wins. It gives you frustration and the need to invent ways to overcome it. When victory become so routine, people will clamor for more variety. More work for Dan. Not good. When defeat becomes so routine, people will quit. Worse for Dan.

So stop trying to nerf halc trap, already. In fact, I've found PvP easier, I kill a lot more of people after the halc trap modified. Stryll Trap Probes have been a huge help for me.

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Fri May 25, 2012 7:09 am
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I've said it before as a idea and it got shot down "if you have a halc on you should not be allowed to have a KTV on at the same time" if that was put in i wouldn't mind halcs staying the way they are now.

Before you say that its unfair to do that let me say this first the halc was made to protect you from attacks meaning you by putting it on more or less say you want nothing to do with pvp so by that logic you have no right to put a aggressive trap like a KTV on other then to abuse the system so you can get pay back, but if thats the case then your still attacking in a manner your just attacking my artifact pulls in a way worse then even a raid would do.

Moral of the story the KTV is a super powered disarming bomb that triggers when attacked making it a offensive action to set one breaking the rule of the halc you cant take offensive actions on another player.

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Fri May 25, 2012 8:11 am
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Nice rationalizing there Neoterra... :roll:

Look... As an attacking player, you've got Stryll Trap Probes, Null Fuses, Crimson Obelisks, Crimson Amplifiers, Ancient Crystal Foci, Crux Amplifiers, EMP Spheres, Disarming Bombs, and Containment Missiles to get a kill on players who are 95% of the time, offline. If your bloodlust is so strong that that isn't good enough for you, you have to take away their protection completely, you are really playing the wrong game. I hear WoW is pretty good...

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Fri May 25, 2012 10:32 am
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Darth Flagitious wrote:

Look... As an attacking player, you've got Stryll Trap Probes, Null Fuses, Crimson Obelisks, Crimson Amplifiers, Ancient Crystal Foci, Crux Amplifiers, EMP Spheres, Disarming Bombs, and Containment Missiles to get a kill on players who are 95% of the time, offline.


one little problem with this 95% of your darth once most plays get to insane combat rep they hide behind halcs even at ranks 240 that im at you hit at least 4 halc users before hitting someone that doesn't have one one unless i total fail at math im rather sure thats not 95%.
Also about your little stryll trap probes they are next to useless unless someone has 4 traps on you just wasted a artifact to get next to no info about the content of the traps.
Now then darth regardless of you say the KTV is still a aggressive trap the only reason why you would put a KTV on with a halc is to get your own form of pay back meaning its still taking part in pvp and like i said before if you put a halc on then by all rights your saying you want nothing to do with pvp meaning you forfeit your right to getting pay back in order to have the protection that the halc gives you.

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Fri May 25, 2012 6:19 pm
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I know exactly what's about to go down.

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Fri May 25, 2012 6:24 pm
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Bluecifer wrote:
I know exactly what's about to go down.


I've taken a few anger management classes since my latest "alert for badging" rant... :mrgreen:


Ok, Neo... I'll try to do this without losing my temper at the ridiculousness of your statement.

1. Punctuation is your friend. Well, maybe not YOURS, but it should be.
2. In nearly all cases, Insane = Farmer. Nothing else. They go out and farm lowbies off the BT when they want, then take a break. It's pretty easy to farm out enough red badges (especially at lower levels) to get Dominion cannons, which I would like to point out, are useful for NPCs as well as PvP. Just because someone gains an Insane combat reputation does not necessarily mean they are a PvP player.
3. Stryll Trap probes are of immeasurable value. When I go on a red binge, I look at actions. If they are 3/5/5 or less, they get probed. If it says 3 or more, bump. 2 or less, go for it. Using this technique, I usually get upwards of 5 red badges for every null fuse I use. I also very rarely hit halcyons, and almost never get the KVT followed by the Halcyon. You just have to know what you are doing.
4. KVTs are NOT an aggressive trap. How many low rank players survive a BT engagement because they have a KVT set and their attacker has no fuses? That's just as good as a halcyon.

Bottom line is, too many people just don't "get it" when it comes to PvP. They just want things good for themselves without looking at how it would affect other people.

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Fri May 25, 2012 7:15 pm
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neogoterra wrote:
Now then darth regardless of you say the KTV is still a aggressive trap the only reason why you would put a KTV on with a halc is to get your own form of pay back meaning its still taking part in pvp and like i said before if you put a halc on then by all rights your saying you want nothing to do with pvp meaning you forfeit your right to getting pay back in order to have the protection that the halc gives you.


Rubbish how is a trap an offensive artifact? Did the trap force you to attack them? In you logic a omicron is offensive as it causes damage! A QFT is offensive as it causes your cloak to disappear.

An offensive action is one that a player does to another player not a trap.. your logic is flawed.

The halcyon was already changed in 2 ways 1 it now affects the user not the attacker and 2 it cannot be used if you have done any offensive actions against players in the preceding 24 hours.

As has already been said millions of times the game is already stacked highly in favour of an attacker with the number of artifacts at their disposal.. the fact they can repair and carry on with an attack or remove a trap effect ie kvt or qft and carry on or tm's and carry on. The game isn't just attack offline players and and build your stats empty their cargos and get red /blue and yellow badges at your whim.

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Fri May 25, 2012 7:28 pm
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darth ever heard of a savant? I have a hard time spelling but in considered a genius technically i could sue for someone poking fun at my disability just remember that next time you wish to correct someones grammar.
Also the KTV is used as a offensive item by halc users hell i even use the KTV as a counter attack to prepare someone for a counter badge unless they use a null on it.
Also a KTV is pointless when you have a halc on. And about what you said biz no dan has greatly changed the favor of pvp to the defenders with all the new content thats been put in while i will freely say a bypass on the halc is about as bad of a idea you can get i dont mind halcs at all really they need to stay the way they are now.
The only changes that needs to be done to them is to make it so the only other trap you can have on are firewalls, that or make them always trip on the second hit

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Fri May 25, 2012 7:40 pm
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I'll be over here patiently awaiting the court summons... :roll:

DON'T try to play the disability card. My dead sister trumps you, trust me.

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Fri May 25, 2012 7:50 pm
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Just saying darth think before you potentially put your foot in your mouth at a later date with what you say.
Besides the topic was halcs if you remember right, Personnel if i had my way i would remove halcs all together replace them with calming amps and boost the amps effect up to 12 hours.

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Fri May 25, 2012 7:54 pm
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