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 Halcyon Trap Fail 
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Okay, I really don't mind when this happens, as it has absolutely no bearing on me, but it must be an absolute pain to the rest of you who get this happen to them.

I've had it in two consecutive disables now that I've hit someone and the halc triggers on the killshot. This is a waste of a halc as pacifiying someone who's dead doesn't help them.

The fix I recommend is that if someone gets killed, the halc trap does NOT trigger, and simply stays as an unsprung trap on their ship. It makes a lot more sense that way, and I'm sure it would make a lot more halc users happier.

On a side note, I can't believe I'm trying to help halcyon users...I must be crazy.

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Fri Feb 03, 2012 7:01 pm
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  1. Yes, you're crazy
  2. traps trigger in the order they're placed on the ship (how many traps did you trip?)
  3. how many hits did it take to kill them from start to finish?

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Fri Feb 03, 2012 7:05 pm
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Lone.Lycan wrote:
  1. Yes, you're crazy Thanks! :)
  2. traps trigger in the order they're placed on the ship (how many traps did you trip?) None. They were all just the halcs on the ships.
  3. how many hits did it take to kill them from start to finish? About 4 each.

Point is though, regardless of how many hits it takes, whether it's 1 or 100 before they're disabled, the halcs shouldn't be sprung on the killshot. It makes no sense to protect a dead ship.

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Fri Feb 03, 2012 7:08 pm
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Rarek wrote:
Lone.Lycan wrote:
  1. Yes, you're crazy Thanks! :)You're welcome
  2. traps trigger in the order they're placed on the ship (how many traps did you trip?) None. They were all just the halcs on the ships.
  3. how many hits did it take to kill them from start to finish? About 4 each. no wonder you're tripping their halc on the killshot

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Fri Feb 03, 2012 7:10 pm
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Actually, in some circumstances, a pacification DOES aid a disabled ship. You cannot lob flares and such at them to get easy hacks. Of course, that doesn't mitigate the fact that the primary goal of using a Halcyon Trap is negated. This is part of why I have been a proponent of Halc's tripping on the second shot automatically ever since the Great Pacification Update.

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Fri Feb 03, 2012 7:20 pm
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Darth Flagitious wrote:
Actually, in some circumstances, a pacification DOES aid a disabled ship. You cannot lob flares and such at them to get easy hacks. Of course, that doesn't mitigate the fact that the primary goal of using a Halcyon Trap is negated. This is part of why I have been a proponent of Halc's tripping on the second shot automatically ever since the Great Pacification Update.

Well, unfortunately, even this is flawed. What if it's a two-shot kill? The halc STILL trips on the second shot, and he's still out of luck. Same with the one-shot kill, or any other value where it happens to proc at this point in time, which is why I say that you should make an exception for the halc proc on the disable shot.

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Fri Feb 03, 2012 7:23 pm
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Rarek wrote:
Darth Flagitious wrote:
Actually, in some circumstances, a pacification DOES aid a disabled ship. You cannot lob flares and such at them to get easy hacks. Of course, that doesn't mitigate the fact that the primary goal of using a Halcyon Trap is negated. This is part of why I have been a proponent of Halc's tripping on the second shot automatically ever since the Great Pacification Update.

Well, unfortunately, even this is flawed. What if it's a two-shot kill? The halc STILL trips on the second shot, and he's still out of luck. Same with the one-shot kill, or any other value where it happens to proc at this point in time, which is why I say that you should make an exception for the halc proc on the disable shot.


Two shot kills are extraordinarily rare. You've got to catch someone waiting on a repair during an NPC run, find someone who had stuff uninstalled for some reason, or find someone with an ubercrappy build. Just like all things in this game, there's no PERFECT solution. An auto-trip on the second shot is the best anyone has come up with to date. It allows you to bump a person without wasting their trap, enabling them to keep it for more aggressive attacks. It would also severely minimize the chances of a kill-shot trip, because 99.99% of the ships out there are going to survive 2 attack clicks. (Semi-random, non-data-supported percentage, you get the idea though)

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Fri Feb 03, 2012 7:32 pm
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Alright, then here's the solution, and I'll explain it to you in the best programming language in the world, pseudocode!

Code:
hit = 0
if halc_trap == enabled:
     if hit not= 2, then:
           halc_trap_state = passive
           hit + 1
           loop back to (if hit not = 2)
     otherwise hit is = 2, then:
           if hit is = kill, then:
               halc_trap_state = passive
           otherwise hit is not= kill, then:
               halc_trap_state = active

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Fri Feb 03, 2012 7:48 pm
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so then,... more people would BT hunt in groups...

hey, i found JohnSmith on my BT, anyone else have him?
yah, i got him...
not me... what's your scan at?
8800
ah, k... now i see him...
everyone ready?
yah
yah
go!

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Fri Feb 03, 2012 7:52 pm
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I don't see how group hunting would circumnavigate the halc traps...

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Fri Feb 03, 2012 7:55 pm
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Rarek wrote:
I don't see how group hunting would circumnavigate the halc traps...


You have either not hunted in large enough/ strong enough packs Or
You haven't been hunted by a large enough group. Hahaha

A single player shouldn't pop a halc kill shot in 4 hits though.

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Fri Feb 03, 2012 9:03 pm
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Darth Flagitious wrote:
Rarek wrote:
Darth Flagitious wrote:
Actually, in some circumstances, a pacification DOES aid a disabled ship. You cannot lob flares and such at them to get easy hacks. Of course, that doesn't mitigate the fact that the primary goal of using a Halcyon Trap is negated. This is part of why I have been a proponent of Halc's tripping on the second shot automatically ever since the Great Pacification Update.

Well, unfortunately, even this is flawed. What if it's a two-shot kill? The halc STILL trips on the second shot, and he's still out of luck. Same with the one-shot kill, or any other value where it happens to proc at this point in time, which is why I say that you should make an exception for the halc proc on the disable shot.


Two shot kills are extraordinarily rare. You've got to catch someone waiting on a repair during an NPC run, find someone who had stuff uninstalled for some reason, or find someone with an ubercrappy build. Just like all things in this game, there's no PERFECT solution. An auto-trip on the second shot is the best anyone has come up with to date. It allows you to bump a person without wasting their trap, enabling them to keep it for more aggressive attacks. It would also severely minimize the chances of a kill-shot trip, because 99.99% of the ships out there are going to survive 2 attack clicks. (Semi-random, non-data-supported percentage, you get the idea though)


Ships SHOULD survive more than 4 shots too though.
When you consider things like damage cap and such, it is hard to see not taking 4 hits.

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Fri Feb 03, 2012 9:07 pm
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In any case, I think the entire point of the thread has been missed.

It's not the issue that people have to try harder to circumnavigate the halc effects. The point is that when the person IS disabled, they shouldn't have their halc trap proc. ANY other trap is fine, the defensive ones that do damage (Omicron, Thetacron, Kronius), but the halc, who's main purpose is to protect against disables, should not proc on the disabling hit.

This is very simply a block on the proc of halc traps for a very specific circumstance. If it normally would trigger when the disable is gotten, then the block would stop it from happening, hence allowing the player to keep their halc instead of wasting it.

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Fri Feb 03, 2012 9:14 pm
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It's not a bad suggestion, so I will give it the +1.

However, if you are really concerned about your halc supply, then you just need to make more contacts around the galaxy. There are TONS of them literally wasting away in the cargo bays of many many ships. Send me a PM and I can hook you up with a few hundred free of charge.

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Fri Feb 03, 2012 9:22 pm
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I actually hate Halcyons :P I find them noobish and a cop out.

But I happened to notice this when I was fighting, and I found it unfair to those who DO use them, so I thought I'd point it out.

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Fri Feb 03, 2012 9:26 pm
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