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 A Serious Problem for PVPers 
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Joined: Fri Jul 29, 2011 9:31 pm
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As a PVPer, I know how frustrating it is to hit a KVT, then hit a halc right after. The end result of this is a wasted null fuse and energy. High rankers may not be hurt too badly because they have 1000s of fuses but the low rankers suffer severely from this problem. I would like it so that a halc will go of before any of the other traps do. That way, you don't waste valuable null fuses.




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Sun May 12, 2013 3:06 am
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Joined: Mon Nov 21, 2011 1:08 am
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there are a few solutions.
1 only hit people who CANT have a halc. people with over 3/5/5 actions
2 use trap probes
3 up your arti production

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to be honest, I was rooting for you even while eating KVTs


Sun May 12, 2013 3:10 am
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KJReed wrote:
there are a few solutions.
1 only hit people who CANT have a halc. people with over 3/5/5 actions
2 use trap probes
3 up your arti production



Problem with 1: I hit weak ppl with 3/5/5 becuase they take less energy on average to kill and i want to be energy efficent.
Probelm with 2: I will soon run out after a couple days of heavy PVPing, then i must npc for more.
Problem with 3: Low rankers generally do not have over 10k arti production and therefore cannot produce very many fuses.


Last edited by James2003 on Sun May 12, 2013 3:15 am, edited 1 time in total.



Sun May 12, 2013 3:14 am
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Read this and use it for your next PvP run.

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Sun May 12, 2013 3:14 am
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James2003 wrote:
KJReed wrote:
there are a few solutions.
1 only hit people who CANT have a halc. people with over 3/5/5 actions
2 use trap probes
3 up your arti production



Problem with 1: I hit weak ppl with 3/5/5 becuase they take less energy on average to kill and i want to be energy efficent.
Probelm with 2: I will soon run out after a couple days of heavy PVPing, then i must npc for more.
Problem with 3: Low rankers generally do not have over 10k arti production and therefore cannot produce very many fuses.

How many halcs do you hit, and how many kills do you get?

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Sun May 12, 2013 3:37 am
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KJReed wrote:
there are a few solutions.
1 only hit people who CANT have a halc. people with over 3/5/5 actions
2 use trap probes
3 up your arti production


4 rank up to the point your bt pool is small enough that you can hit a halcyon, wait an hour and a half, bump through the entire pool of people in your bt and find them again and finish the job when it expires :twisted:
5 hunt with a legionmate similar scan/rank and hit the same target, sometimes you get the KVT sometimes they do, sometimes you both get the kill.
6 steal a planet or zero someone and have yourself alerted and kill those who hit you.
7 open a second tab and wait 2 hrs and then finish the job. (only do this to a few or else your browser will lag and crash and you lose them all

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Sun May 12, 2013 3:53 am
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Ehh... the null fuses will come. I agree that it's tough for the first 150 ranks or so, but the challenge makes each kill more valuable, no?

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Sun May 12, 2013 4:37 am
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Joined: Fri Sep 16, 2011 12:04 am
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if you don't get enough AP(null) and NPC(probe) to support your PvP "life style", you should probably work on those. That's not a problem with the game but a problem with your choices.
For a long time I couldn't afford the upkeep on some top tier modules. But that's certainly not the game's problem but my own. How many times have you seen ppl come on forum and cry about the upkeep of something is too expensive? (I want to cry about that on the merc tbh, it is kinda insane lol. but that really is my own problem)

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Sun May 12, 2013 5:00 am
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chiaroscuro wrote:
Ehh... the null fuses will come. I agree that it's tough for the first 150 ranks or so, but the challenge makes each kill more valuable, no?

No. Dominion Auto-Blaster Upgrades' what makes players PvP, after that, they go back to what they would normally do on a daily basis. Anything after that could either because you love PvP, seeking the leaderboards, base scans or everything. As for the OP, if you chose to hit 3/5/5 players, you gamble with potential KVT + Halc combo, it's really your fault because you know most players who has 3/5/5 typically have Halc on. As said above, more Ap/H, more Null Fuse to burn. More Null Fuse to burn, less topics' going to be made same as this one.

What I always say outside the game... Basketball is life, well for this game, PvP is life :lol:
Stryll Trap Probe (Uses Left: 91) - Not much of an NPCer
Null Fuse (Uses Left: 153) - PvP on a daily basis
Time Manipulator (Uses Left: 5441)

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Sun May 12, 2013 5:07 am
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If you're a low-ranked PVPer, you have other problems than not just having enough null fuses. You won't be able to auto-rank off PVP, so eventually your energy bar will force you to stop playing.

I think you are generalizing your problem. This is not a PVP problem, this is a "you" problem. Get your AP up, so you can get more rescued prisoners and null fuses. Then, after your ship is stronger, then you will be able to PVP longer with fewer issues.

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Sun May 12, 2013 5:41 am
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Sun May 12, 2013 7:09 am
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James2003 wrote:
As a PVPer, I know how frustrating it is to hit a KVT, then hit a halc right after. The end result of this is a wasted null fuse and energy. High rankers may not be hurt too badly because they have 1000s of fuses but the low rankers suffer severely from this problem. I would like it so that a halc will go of before any of the other traps do. That way, you don't waste valuable null fuses.




DONT CRITICIZE TOO HARSHLY


Do you honestly think traps should be considerate towards the enemy? No! They should wreck the enemy's day~

You don't wanna waste energy and fuses, don't attack those who aren't likely to retaliate(but will likely have krio-halc on).

There are consequences for everything you do in this game, wasting energy and a fuse is your consequence for doing something the "easy" way.

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Sun May 12, 2013 8:10 am
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Joined: Fri Nov 30, 2012 7:23 am
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As a more helpful comment, I will say what I always do. The traps should not have an order in which they can go off. If someone sets a KVT before a Halc, the KVT should not have to go off before the Halc does. I see no reason why they should go off in the order they are set.

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Sun May 12, 2013 11:25 am
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chiaroscuro wrote:
Ehh... the null fuses will come. I agree that it's tough for the first 150 ranks or so, but the challenge makes each kill more valuable, no?

actually per my own experience, quite and opposite.. as many players bellow rank 150 does not use traps and/or the competition is higher.
Anyway, golden times back <100 rank...

Player after rank 150 are often aware what do to against PvP attacks ;)

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Sun May 12, 2013 1:47 pm
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when i was lower in rank i actually used halc and THEN ktv... so those who want to disable me WASTE their null for nothing! i so love it :)

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Sun May 12, 2013 3:53 pm
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Not enough nulls either means : not enough artifact production or pvp to much than intended for the rank.

Or both.

-1

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Sun May 12, 2013 3:55 pm
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failname wrote:
pvp to much than intended for the rank.

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You can never PvP too much!

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its the attitude of being willing to take on the shark with the right harpoon that sets you above most


Sun May 12, 2013 5:38 pm
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failname wrote:
Not enough nulls either means : not enough artifact production or pvp to much than intended for the rank.

Or both.

-1

Null Fuse (Uses Left: 106) (1 days worth)


Artifacts 142679 points / hour
Wolfy Minion
the Elite
Rank 1863 Dark Smuggler

So you are saying I need more artifact production or pvp less?

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Sun May 12, 2013 6:09 pm
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Wolfy Minion wrote:
failname wrote:
Not enough nulls either means : not enough artifact production or pvp to much than intended for the rank.

Or both.

-1

Null Fuse (Uses Left: 106) (1 days worth)


Artifacts 142679 points / hour
Wolfy Minion
the Elite
Rank 1863 Dark Smuggler

So you are saying I need more artifact production or pvp less?


Wow if thats what your arti production is, what does mento get per hour :shock:
Last i heard it was about 130k

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Sun May 12, 2013 6:21 pm
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Spaceman wrote:
Wolfy Minion wrote:
failname wrote:
Not enough nulls either means : not enough artifact production or pvp to much than intended for the rank.

Or both.

-1

Null Fuse (Uses Left: 106) (1 days worth)


Artifacts 142679 points / hour
Wolfy Minion
the Elite
Rank 1863 Dark Smuggler

So you are saying I need more artifact production or pvp less?


Wow if thats what your arti production is, what does mento get per hour :shock:
Last i heard it was about 130k


ya I passed him awhile ago, he hardly plays any more

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Sun May 12, 2013 6:22 pm
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