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 Alarm Sentries 
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Joined: Tue Nov 02, 2010 12:32 am
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It used to be that, if somebody set off an Alarm Sentry, you could set another and it would go off as well, so you could stack Alarm Sentry traps on a planet if someone was silly enough to keep attacking. However, last night that did not seem to happen; the traps kept going off, but the effects didn't stack, has anybody else noticed this, or knows when/why it was changed?


Sun Feb 05, 2012 3:41 pm
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Joined: Sat Dec 25, 2010 11:53 pm
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Well, to stop people from adding a virtually unlimited amount of attack/defence on a planet

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Sun Feb 05, 2012 6:08 pm
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FerrusManus wrote:
It used to be that, if somebody set off an Alarm Sentry, you could set another and it would go off as well, so you could stack Alarm Sentry traps on a planet if someone was silly enough to keep attacking. However, last night that did not seem to happen; the traps kept going off, but the effects didn't stack, has anybody else noticed this, or knows when/why it was changed?

It hasn't stacked for at least a month.


Sun Feb 05, 2012 6:32 pm
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ODragon wrote:
FerrusManus wrote:
It used to be that, if somebody set off an Alarm Sentry, you could set another and it would go off as well, so you could stack Alarm Sentry traps on a planet if someone was silly enough to keep attacking. However, last night that did not seem to happen; the traps kept going off, but the effects didn't stack, has anybody else noticed this, or knows when/why it was changed?

It hasn't stacked for at least a month.


Alright, I rarely get the chance to actually do it so I haven't noticed. It just seemed odd that it changed without me knowing.


Sun Feb 05, 2012 6:50 pm
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FerrusManus wrote:
Alright, I rarely get the chance to actually do it so I haven't noticed. It just seemed odd that it changed without me knowing.

Yeah, it was an undoumented (from Dan) change. I found it out the same way you did. I wasted 3 or 4 Drannik Shield trap before I realized.


Sun Feb 05, 2012 7:00 pm
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ODragon wrote:
FerrusManus wrote:
Alright, I rarely get the chance to actually do it so I haven't noticed. It just seemed odd that it changed without me knowing.

Yeah, it was an undoumented (from Dan) change. I found it out the same way you did. I wasted 3 or 4 Drannik Shield trap before I realized.


Ah, that sucks, sorry man, I'm glad I didn't try to use those, at least.


Sun Feb 05, 2012 7:01 pm
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I'm guessing it happened due to this post.


Sun Feb 05, 2012 7:16 pm
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Joined: Wed Nov 10, 2010 2:44 am
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ODragon wrote:
FerrusManus wrote:
It used to be that, if somebody set off an Alarm Sentry, you could set another and it would go off as well, so you could stack Alarm Sentry traps on a planet if someone was silly enough to keep attacking. However, last night that did not seem to happen; the traps kept going off, but the effects didn't stack, has anybody else noticed this, or knows when/why it was changed?

It hasn't stacked for at least a month.

many months... i think since the last time someone complained about it actually stacking

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Sun Feb 05, 2012 7:16 pm
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Yeah, there was alot said from Dysonions about that issue or them stacking.

BUT! I believe I have found a different bug/glitch or trick. I was doing heaps of PVP last night, I got over 12 ships disabled and I did get a couple of Krionus Viruses traps, but I like to stock pile Null Fuses for that reason, so I can continue to attack. But what happened to me was the following:

I targeted the player.
I clicked Attack 2 times.
I got hit by a Krionus Virus.
I Null Fused and attacked again.
I used a Null Fuse again to remove the trap.
I then clicked Attack 1 ore time.
In that 1 single tap or the attack button, i got hit by 2 Krionus Viruses at the exact/Precise same time.

There was no doubt that I clicked again to get the 2nd virus, I am 100% positive that I got the 2 viruses the same time. My log even showed that I attacked and did damage, then 2 Krionus Viruses received together, as the 2nd listing did not show any attack for it to be received.

Is this a glitch / bug or an in-game trick?

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Wed Feb 08, 2012 2:11 am
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alison22000 wrote:
Yeah, there was alot said from Dysonions about that issue or them stacking.

BUT! I believe I have found a different bug/glitch or trick. I was doing heaps of PVP last night, I got over 12 ships disabled and I did get a couple of Krionus Viruses traps, but I like to stock pile Null Fuses for that reason, so I can continue to attack. But what happened to me was the following:

I targeted the player.
I clicked Attack 2 times.
I got hit by a Krionus Virus.
I Null Fused and attacked again.
I used a Null Fuse again to remove the trap.
I then clicked Attack 1 ore time.
In that 1 single tap or the attack button, i got hit by 2 Krionus Viruses at the exact/Precise same time.

There was no doubt that I clicked again to get the 2nd virus, I am 100% positive that I got the 2 viruses the same time. My log even showed that I attacked and did damage, then 2 Krionus Viruses received together, as the 2nd listing did not show any attack for it to be received.

Is this a glitch / bug or an in-game trick?


Are you sure you didn't have a Firewall effect at the time? As in KVT effect and QFT effect, fuse1 clears KVT, trip KVT2, fuse2 clears QFT, trip KVT3. Now suffering from KVT2 and KVT3.

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Wed Feb 08, 2012 2:56 am
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Yeah, I didn't really see a problem with it either, I can't believe anybody keeps attacking a planet when they see I'm actively defending it, that's never worked for anyone (except that one time my Legion got Exotica, but that's different). But whatever, just would've been nice to know there was a change so a bunch of us didn't waste traps.


Wed Feb 08, 2012 4:24 am
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1. I found this out the hard way too, it would have been nice to have this info in a monthly announcement from Dan.

2. I haven't often gotten to use this mechanic, but I have run into it several times, and it DOEs seem right, it's just like when a player is online and spams traps on himself. I tonly seems fair that if a player is online they get the extra ability added to defending their planet.

3. If we cannot get the bonus for every trap we lay down, then when we add another trap over-top of the first one, then the attacking players should not set it off, it shoudl get set off only after the effect it provides on the planet has been removed and someone attacks

Perhaps I'm just jaded for having had to run into the people protecting their planets this way, and having the option to do so myself if I happened to be on until now, but, being able to re-set the traps and have them add a real bonus always seemed the correct way for them to work.

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Thu Feb 09, 2012 6:29 am
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