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Lytol
Joined: Sat Sep 14, 2013 12:46 am Posts: 56
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There have probably been discussions about this before, but here's my 2 cents. Halcyon traps, while being somewhat useful to non-pvpers trying to avoid disables, are the cause of great annoyance for pvpers. There should be a way to tell if a ship has a halcyon on before wasting 50-100 energy trying to disable them before the trap triggers. An npc drop, either a new npc or possibly changing stryll trappers so that they'll drop a "Halcyon Probe" 50% of the time (they would drop the regular trap probe the rest of the time). The probe would simply tell you whether the target had an active halcyon trap or not. This would be invaluable to increasing the efficiency of pvping.
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Fri Mar 28, 2014 9:22 pm |
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asquall
Joined: Wed Dec 05, 2012 8:22 am Posts: 1121
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There are already 2 ways to figure out if they got halc active or not : 1st hint : 3, 5, 5 action, or less. Most ppl will have halc on. 2nd hint : Trap Probes. 4 means almost certainly they got halc on. 3 traps with less than 5 hack, then there is a good chance they are halced. 2 traps, with 5 hack, means possibly they got only halc and QFT on. 1 trap with less than 5 hack, possibly only halc.
Would -1 to this.
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Fri Mar 28, 2014 11:48 pm |
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itsSoulPLayAgain
Joined: Thu Jun 23, 2011 4:30 am Posts: 4230
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Only if it costed 75k ap from the aP pulls Cost RankX4 to use in nrg
_________________ RNG makes mistake one time, People blame it for life. Damn sucks to be it.
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Sat Mar 29, 2014 3:06 am |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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itsSoulPLayAgain wrote: Only if it costed 75k ap from the aP pulls Cost RankX4 to use in nrg I'd rather take a repeatable mission that takes say 20 energy per round, 10 trap probe per round for 10 rounds, giving 1 such probe per completion and 35 exp per round. So 200 energy, 100 trap probe for one such probe and 350 exp.
_________________ 当所有传奇写下第一个篇章 原来所谓英雄也和我们一样 私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ
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Sat Mar 29, 2014 10:22 am |
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Crazyh
Joined: Sat Aug 17, 2013 9:08 am Posts: 55
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If such an artifact were to be created, then it would need to cost under 50(ish) energy to create (because only lower level pvpers are significantly restricted by wasting 50-100 energy before hitting a halc)
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Sat Mar 29, 2014 1:57 pm |
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DarthRavadge
Joined: Tue Feb 08, 2011 4:26 pm Posts: 1621 Location: Orbiting the ruins of your base
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It should cost 200 rescued prisoners
_________________ "Honor is a fool's prize, glory is of no use to the dead"
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Sun Mar 30, 2014 8:27 am |
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Serne
Joined: Mon Aug 13, 2012 5:36 am Posts: 970
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Add it to the stryll trapper, make it a 5% drop chance.
_________________SIG'D The Prisoner wrote: You know something's wrong when the Trade Outpost sub-forum has the most interesting topics Well it was an ill considered idea in the first place.
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Sun Mar 30, 2014 8:46 am |
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smacbeats
Joined: Thu Aug 30, 2012 2:09 pm Posts: 220 Location: Melbourne, AU and Woodland, CA
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Serne wrote: Add it to the stryll trapper, make it a 5% drop chance. This is the best idea I think.
_________________Click here to join Anomaly Elite!Smacbeats, Leader of Anomaly Elite, part of the Anomaly family.
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Sun Mar 30, 2014 11:20 am |
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imaoize
Joined: Sun Mar 31, 2013 6:45 pm Posts: 129
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theres more than one choice to be reflected it could be a minmal rare, minimaly uncomon or not minimaly uncomon, minimaly rare extremely rare npc. a very easy theory lab recipe cause you need a lot. cause only some would be not enough for hunting player and high lvl would have all what they need of this arti if it would be aquired by npc (dont think you gona like it but i would give the same {whit a low cost theory lab recipe} than the rare npc when youre high lvl and real player are high lvl) upgraded stryll trap probe (game upgraded also) probe it show evry trap on or only halcyon by a upgradeable arti or ally or simpli an arti whit a passive ability it shows the trap only whit a probe, pasive ability getted by mission or rare npc see next sentence (time manipulator skip). an ability with timer that u can skip whit time manipulator because when youre hunting youre hunting you would need to see traps a lot so a 5 min time would be realy sucking no but very and whit no interest exept if it take 40 sec or a bit more skiped by manipulator would be fun still.a new race that you can create and see trap. dont like it a a reasearch to be did for making the module arti.geting from a simple arti shiment very rare get (i know you gona -1 but not bad cause it make a realy long time there ben new arti in the shipment and im saying there should be new ones soon so which one would be good +1? other idea if its timed it should be all skipable whit 2 time manipulator
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Sun Mar 30, 2014 10:13 pm |
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senatorhung
Joined: Sat Oct 15, 2011 5:09 am Posts: 3473
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Lytol wrote: There have probably been discussions about this before, but here's my 2 cents. Halcyon traps, while being somewhat useful to non-pvpers trying to avoid disables, are the cause of great annoyance for pvpers. There should be a way to tell if a ship has a halcyon on before wasting 50-100 energy trying to disable them before the trap triggers. An npc drop, either a new npc or possibly changing stryll trappers so that they'll drop a "Halcyon Probe" 50% of the time (they would drop the regular trap probe the rest of the time). The probe would simply tell you whether the target had an active halcyon trap or not. This would be invaluable to increasing the efficiency of pvping. -1. i am on the kills leaderboard and this would increase my pvp efficiency by exactly zilcho. just use the trap probes you already have access to. see asquall's reply for details.
_________________Rank 3950 Litheor Governor 100% DCR r385-r2200 GL Marauder #26 _____________ PvP leaderboards: 70212 raids: #1; 40852 kills: #1; 96377 hacks: #3;
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Sun Mar 30, 2014 10:18 pm |
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imaoize
Joined: Sun Mar 31, 2013 6:45 pm Posts: 129
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well talk abouth it if someone say something aceptable
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Sun Mar 30, 2014 10:45 pm |
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Deigobene
Joined: Tue Oct 16, 2012 9:26 pm Posts: 1076
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asquall wrote: There are already 2 ways to figure out if they got halc active or not : 1st hint : 3, 5, 5 action, or less. Most ppl will have halc on. 2nd hint : Trap Probes. 4 means almost certainly they got halc on. 3 traps with less than 5 hack, then there is a good chance they are halced. 2 traps, with 5 hack, means possibly they got only halc and QFT on. 1 trap with less than 5 hack, possibly only halc.
Would -1 to this. Quoting for truth. Halcs are not an issue if you take the slightest amount of care and/or try getting badges from people other than laughables, such as those who have actions above 3,5,5. Really not rocket science.
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Mon Mar 31, 2014 1:13 am |
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Serne
Joined: Mon Aug 13, 2012 5:36 am Posts: 970
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Deigobene wrote: asquall wrote: There are already 2 ways to figure out if they got halc active or not : 1st hint : 3, 5, 5 action, or less. Most ppl will have halc on. 2nd hint : Trap Probes. 4 means almost certainly they got halc on. 3 traps with less than 5 hack, then there is a good chance they are halced. 2 traps, with 5 hack, means possibly they got only halc and QFT on. 1 trap with less than 5 hack, possibly only halc.
Would -1 to this. Quoting for truth. Halcs are not an issue if you take the slightest amount of care and/or try getting badges from people other than laughables, such as those who have actions above 3,5,5. Really not rocket science. Or if you eventually build up your energy bar to the point that you can autorank PVP off winning hits, and later on losing ones too if you can autorank basing. Then you don't even really need to worry about traps if you got the time, only need to worry about your null supply.
_________________SIG'D The Prisoner wrote: You know something's wrong when the Trade Outpost sub-forum has the most interesting topics Well it was an ill considered idea in the first place.
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Mon Mar 31, 2014 3:16 am |
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Toruk_Makto
Joined: Tue Feb 04, 2014 3:00 pm Posts: 371
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I PvP enough that even if there was a way to build a halc probe, I wouldn't do it. Would take too much E. Even an NPC freebie drop wouldn't be worth it. I'd need hundreds of them to be of any use to me.
If anything, a halc should just go off on the first hit. Always cracks me up when I get lucky and disable someone with a halc and then they whine on my comm about their issues. Quite funny really...XD
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Thu Apr 17, 2014 1:11 am |
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devinsimps
Joined: Fri Feb 18, 2011 2:16 am Posts: 473 Location: On the bridge of the Korqualin Queen
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After PVPing for 5 days, and adding over 66 kills to my small kill list, I've only had 8 of the ships I targeted have halcs. I don't know what all of you are complaining about, with how "Annoying' they are, but I think you all need to man up and deal with it, you "Insane Legends" you.
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Thu Apr 17, 2014 3:58 am |
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Crazyh
Joined: Sat Aug 17, 2013 9:08 am Posts: 55
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devinsimps wrote: After PVPing for 5 days, and adding over 66 kills to my small kill list, I've only had 8 of the ships I targeted have halcs. I don't know what all of you are complaining about, with how "Annoying' they are, but I think you all need to man up and deal with it, you "Insane Legends" you. Insane Epic Legends I think xD Also, it's a bit annoying towards the higher ranks when 90% of ships have a halc trap.
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Fri Apr 18, 2014 9:36 am |
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Ranqul
Joined: Wed Jun 26, 2013 12:58 am Posts: 122
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Uy23e wrote: itsSoulPLayAgain wrote: Only if it costed 75k ap from the aP pulls Cost RankX4 to use in nrg I'd rather take a repeatable mission that takes say 20 energy per round, 10 trap probe per round for 10 rounds, giving 1 such probe per completion and 35 exp per round. So 200 energy, 100 trap probe for one such probe and 350 exp. So you're proposing a mission that uses 200 energy to solve the OPs problem of wasting 50-100 energy by hitting players with halc traps? I do plenty of pvp and while halcs can be annoying, I don't see this as an issue at all. The reality is, if you target laughable/weak/feeble rep players for easy badges and to pad your stats then you're going to hit a lot of halcs, if you hit more evenly matched players (high pvp stats) then you're going to hit less halcs. -1
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Fri Apr 18, 2014 12:05 pm |
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detregets
Joined: Mon Apr 25, 2011 2:37 am Posts: 2637
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OK here's my 2 cents and its so simple u will smack urself
If someone has a halcyon on it should change the color of their shields
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Fri Apr 18, 2014 3:49 pm |
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Pongoloid
Joined: Fri Dec 28, 2012 3:54 am Posts: 988
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I honestly can't remember the last time I had a Halc on, but they are a good option for passive players who don't want to find their ship pillaged every time they step away from GL for a few minutes. PVPers sometimes complain about Halcs taking the fun out of the game for them, but stop for a moment and think about just a few of the things the 24/7 Halcer crowd is missing out on: - Bainar and Thraacti: when you get a lucky roll they're pretty sweet!
- Heist Dispatch Upgrades. Sure there are better 1:1 artis out there, but more is still... more!
- Moar Hull from Assault Sentry and Arsenals.
- 1,240 bonus to Attack from Tri-Blasters.
- Hilarious rage comms/retaliations.
- Extreme Halcers might even pass up a good invasion opportunity because they don't want to lose Halc privileges!
And for a Halc to be effective you have to be active. If your ship has a passive reputation, you know you're going to get hit almost every time you cycle through the BT. So if not getting disables is that important to you, you gotta log on and reset every 6 hours (Calming Amp + Halc) at a minimum. Just as PVPing with efficiency requires checking actions, using resource/trap probes, and a reasonable amount of common sense, it takes a fair amount of work for people to stay fully halced up, too -- and they are missing out on cool content! Finally, one of the jobs of active PVPers is to set off Halc traps so that less vigilant players get disabled and pillaged two hours later when they cycle back through the BT. So even if I agreed with a Halc Probe in principle, from a practical standpoint, it would mean that the more conservative or "restrained" (i.e. lazy) PVPers would pass on those guys and the regular refrain of "Waaaaaah, everybody is always halced!" would become even worse. Nobody wants that.
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Fri Apr 18, 2014 7:19 pm |
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devinsimps
Joined: Fri Feb 18, 2011 2:16 am Posts: 473 Location: On the bridge of the Korqualin Queen
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detregets wrote: OK here's my 2 cents and its so simple u will smack urself
If someone has a halcyon on it should change the color of their shields Than what would the point of calling it a trap be then? I mean, I get what you're saying, but the whole reason that it is a trap is so it will trigger when you, unknowingly, set it off. I feel like, if we were to introduce shield color changes to the game, we should do it as a cusomizable option, not as a way of saying, "Hey, I have a Halc. You better not shoot at me."
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Fri Apr 18, 2014 8:52 pm |
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