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BinaryMan
Joined: Tue Aug 10, 2010 8:40 pm Posts: 1671
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Honestly for 3 pts and you can just remove it ? lower attack on the main damagers is strategic, but worthless if they can just remove it thats like a 1 pt ability.
_________________Ex cinere surget iterum ego galaxiae dominatur. 
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Mon Aug 01, 2011 7:49 am |
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Kalos
Joined: Thu Dec 30, 2010 12:09 pm Posts: 953
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BinaryMan wrote: Honestly for 3 pts and you can just remove it ? lower attack on the main damagers is strategic, but worthless if they can just remove it thats like a 1 pt ability. or make it cost a null fuse
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Mon Aug 01, 2011 7:53 am |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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lol, are you serious? it can be removed with a containment cage????
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Mon Aug 01, 2011 8:10 am |
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Lone.Lycan
Joined: Wed Nov 10, 2010 2:44 am Posts: 3751
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and the krionite minefield is useless because people expect to repair 20 times during a high lvl base fight anyway
__________________________ 
Officer Namba1 of The Unknown, Lv.666+ Dark Smuggler

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Mon Aug 01, 2011 8:13 am |
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Razorback
Joined: Sat Sep 18, 2010 9:25 pm Posts: 570
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I was just about to suggest this. We had a hell of a fight with a rank 4 base yesterday, and we got hit with Remote Intrusion a few times. For the epicness of a base fight, this really should be a Null Fuse-level debuff to remove. Right now it's really a waste of base action points.
_________________ Razorback Officer, Error 404
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Mon Aug 01, 2011 8:33 am |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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I suppose the base traps are cageable too.  the hacker ability should be unremovable or at least cost a null fuse.
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Mon Aug 01, 2011 10:17 am |
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jcwiggens
Joined: Tue Apr 27, 2010 2:38 am Posts: 920
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I have 150 null fuses...most big players have plenty.....it should be irremovable.... even if it was i still wouldnt use it....save for massive hull repair....thats what keeps your base alive.
_________________I fart in your general direction! That's it! You people have stood in my way long enough. I'm going to clown college!
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Mon Aug 01, 2011 7:15 pm |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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Yeah, I actually brought this up before fighting even started, but with how long it lasts then it should either be irremovable but only affect Base attack, or only be removable with a Null Fuse. I prefer the former; I know for our battles at least that would've been pretty effective.
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Mon Aug 01, 2011 7:20 pm |
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LordHylas
Joined: Sun Jan 23, 2011 4:46 am Posts: 32
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If it is removable only with null fuse, than null fuse drops need to either be increased, or null fuses made tradeable. While some of the bigger players may have gajillions of null fuses, the fact of the matter is, they're quite hard to come by for most people under rank 400. I see maybe 1 every day or so. A legion-mate of higher rank than myself only sees them once every few days. If you make certain debuffs removable only with nulls, then you effectively just knock the lower ranking players out of being able to participate in the base battles. Which means the higher ranks get more silvers, more battle market artifacts and the gap between the high ranks and the low ranks increases even more. I am completely against yet more null-fuse only removable debuffs unless the null fuses become either tradeable or are increased in frequency in drops. For trading of null fuses (I added a poll to it): viewtopic.php?f=6&t=10653
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Mon Aug 01, 2011 7:35 pm |
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strm avenger
Joined: Sun May 29, 2011 8:41 pm Posts: 2369 Location: You don't wanna know...
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Problem I see with this is that, generally in our battles I'm the one of the top damagers and I just get on, do my damage, let other people hit it. Getting my attack zapped wouldn't make any difference... unless they repair, which they never seem to do.
_________________ ...Yawn... sleepy dragon.... Umm... rage!
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Mon Aug 01, 2011 7:38 pm |
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Lone.Lycan
Joined: Wed Nov 10, 2010 2:44 am Posts: 3751
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thunderbolta wrote: I suppose the base traps are cageable too. the base traps (the ones labeled traps) don't even place a lasting effect on the players attacking... one triggers a ̶+̶1̶0̶%̶ (see edit note) atk buff on the base, and the other does an instant -50% damage to the player's hull+shield... i agree Remote Intruder (-90% atk on top 3 players) should be applied as a trap instead of a regular cageable debuff EDIT: correction on the base trap.... gives +(10% of next attacker's attack value) to base's attack... very strange effect in my opinion, and.... worthless
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Officer Namba1 of The Unknown, Lv.666+ Dark Smuggler

Last edited by Lone.Lycan on Wed Aug 03, 2011 12:59 am, edited 1 time in total.
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Tue Aug 02, 2011 12:59 am |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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Lone.Lycan wrote: thunderbolta wrote: I suppose the base traps are cageable too. the base traps (the ones labeled traps) don't even place a lasting effect on the players attacking... one triggers a +10% atk buff on the base, and the other does an instant -50% damage to the player's hull+shield... Doh! I totally knew that. 
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Tue Aug 02, 2011 9:04 pm |
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