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Cluster Mine Trap idea http://galaxylegion.com/forum/viewtopic.php?f=6&t=33265 |
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Author: | Fenix [ Thu Feb 14, 2013 8:55 pm ] |
Post subject: | Cluster Mine Trap idea |
It is activated like a trap, when someone trips it it will deal an initial 1000 damage to the attacker and applies a Minefield Cluster effect to the defending ship. -Minefield Cluster: Every attack against this ship has a 60% chance of tripping a Cluster Mine, causing 750 damage to the attacker, can occur unlimited times as long as the effect is in place. Lasts 2 hours. Immune to removal by artifacts. Available in the CT lab, costs 15 Omicron Minetraps, 5 Crimson Obelisks, 5 Alarm Sentries, 10 energy. Cluster Mine Trap changes. -Minefield Cluster effect: Cluster Mine tripping chance changed to 35%. Down from 60%. -Cost changed to: 35 Omicron Minetraps, 50 Crimson Obelisks, 5 Alarm Sentries, 50 energy. -Duration of Minefield Cluster effect: Reduced to 30 minutes (same as a krionus infection so it's possible to wait out), down from 2 hours. -Everything else remains unchanged. |
Author: | Devastation [ Fri Feb 15, 2013 1:13 am ] |
Post subject: | Re: Cluster Mine Trap idea |
Repair Nanodrones (Uses Left: Many... Very many...) |
Author: | Fenix [ Fri Feb 15, 2013 3:52 am ] |
Post subject: | Re: Cluster Mine Trap idea |
XxDarthDexterxX wrote: Repair Nanodrones (Uses Left: Many... Very many...) Gives you more reason to use up that ridiculous stockpile of Repair Nanodrones, perhaps? ![]() I mean, don't just dismiss an idea just because you happen to have a counter to it, sheesh, with logic like that Dan may as well have not even implemented weapons since you can just repair damage with that pile of Nanodrones. ![]() |
Author: | Preliator Xzien [ Fri Feb 15, 2013 4:02 am ] |
Post subject: | Re: Cluster Mine Trap idea |
OP with low cost? Not likely. -1, even if the price was hiked up. Pvp is nerfed enough as it is without the possibility of running into these. |
Author: | Fenix [ Fri Feb 15, 2013 4:23 am ] |
Post subject: | Re: Cluster Mine Trap idea |
Preliator Xzien wrote: OP with low cost? Not likely. -1, even if the price was hiked up. Pvp is nerfed enough as it is without the possibility of running into these. I did suggest a trap breaker to remove traps from enemy ships but apparently that was overpowered too despite being the exact opposite idea to this here. Makes me wonder if the players are even on the same page when it comes to these things. ![]() |
Author: | Preliator Xzien [ Fri Feb 15, 2013 4:51 am ] |
Post subject: | Re: Cluster Mine Trap idea |
If it's the exact opposite, and it's still overpowered, maybe you should find something in the middle? |
Author: | varunjitsingh146 [ Fri Feb 15, 2013 4:58 am ] |
Post subject: | Re: Cluster Mine Trap idea |
-1..its interesting, but not something i'd like to see ingame.. |
Author: | Flux [ Fri Feb 15, 2013 9:22 am ] |
Post subject: | Re: Cluster Mine Trap idea |
Fenix wrote: It is activated like a trap, when someone trips it it will deal an initial 1000 damage to the attacker and applies a Minefield Cluster effect to the defending ship. -Minefield Cluster: Every attack against this ship has a 60% chance of tripping a Cluster Mine, causing 750 damage to the attacker, can occur unlimited times as long as the effect is in place. Lasts 2 hours. Immune to removal by artifacts. Available in the CT lab, costs 15 Omicron Minetraps, 5 Crimson Obelisks, 5 Alarm Sentries, 10 energy. +0.5 pros: new usage for not so used artifacts, 750 damage is worthy of attention cons: too low cost to create in CTlab NB: there are players complaining about each idea excluding they own and also players, which want all but in easy way. I appreciate your effort, as only those who are willing to make the game more challenging, really appreciate the game content of GL. |
Author: | Fenix [ Fri Feb 15, 2013 8:37 pm ] |
Post subject: | Re: Cluster Mine Trap idea |
Well, okay, the opinions on it seems consistent. Gonna nerf it and raise the costs. ![]() |
Author: | Levrosh [ Fri Feb 15, 2013 9:13 pm ] |
Post subject: | Re: Cluster Mine Trap idea |
Fenix wrote: It is activated like a trap, when someone trips it it will deal an initial 1000 damage to the attacker and applies a Minefield Cluster effect to the defending ship. -Minefield Cluster: Every attack against this ship has a 60% chance of tripping a Cluster Mine, causing 750 damage to the attacker, can occur unlimited times as long as the effect is in place. Lasts 2 hours. Immune to removal by artifacts. Available in the CT lab, costs 15 Thetacron Mine traps, 5 Crimson Amplifiers, 5 Alarm Sentries, 10 energy. Would be more intresting |
Author: | thunderbolta [ Sat Feb 16, 2013 12:00 am ] |
Post subject: | Re: Cluster Mine Trap idea |
Put the damage back up on the initial blow. It's the effect which is potentially OP. |
Author: | Fenix [ Sat Feb 16, 2013 5:00 am ] |
Post subject: | Re: Cluster Mine Trap idea |
Levrosh wrote: Fenix wrote: It is activated like a trap, when someone trips it it will deal an initial 1000 damage to the attacker and applies a Minefield Cluster effect to the defending ship. -Minefield Cluster: Every attack against this ship has a 60% chance of tripping a Cluster Mine, causing 750 damage to the attacker, can occur unlimited times as long as the effect is in place. Lasts 2 hours. Immune to removal by artifacts. Available in the CT lab, costs 15 Thetacron Mine traps, 5 Crimson Amplifiers, 5 Alarm Sentries, 10 energy. Would be more intresting I highly doubt anyone would want to waste over 10k energy just to obtain a single trap which could arguably be weaker than a thetacron depending on how the attacker(s) respond to it. |
Author: | Fenix [ Sat Feb 16, 2013 5:02 am ] |
Post subject: | Re: Cluster Mine Trap idea |
thunderbolta wrote: Put the damage back up on the initial blow. It's the effect which is potentially OP. What about the effect is op? Just lasts too long to wait out? Or simply too dangerous? |
Author: | Preliator Xzien [ Sat Feb 16, 2013 5:34 am ] |
Post subject: | Re: Cluster Mine Trap idea |
Both. 60% chance of 750 damage is a huge difference maker in pvp for alot of people. Add in the fact that it lasts 2 hours and, assuming you don't disable them, you've just screwed over another person. There's a reason why effect traps are removable and damage traps only go off once. |
Author: | itsSoulPLayAgain [ Sat Feb 16, 2013 6:53 am ] |
Post subject: | Re: Cluster Mine Trap idea |
We have it, it's called genini canons and it's much more powerful! have seen them hit multi times for over 30k. |
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