EMPs Should EMP the EMPer
#1
Posted December 07 2012 - 02:41 AM
So, simple proposal: Deploying an EMP should inherently affect the launching player. This makes EMP a defensive tool, powerful but situational: the engagement is going badly pear-shaped and you need to escape, you're carrying a fat load of EU back to base and can't stop to deal with an attacker, or you come around the corner into the honey-badger's nest of 3 opponents and their turrets and need respite. EMPs are then used to disengage from opponents, rather than as the automatic opening salvo during engagement.
Draco
#2
Posted December 07 2012 - 03:08 AM
#3
Posted December 07 2012 - 03:20 AM
Oh, by the way, I've been EMPed and survived. And yes, I still won the fight. In fact, I often bait people into EMPing me as it's an enforced cooldown and once the weapons come back up I punish the hell out of them for it, because usually people will either toss EMPs first thing, or when they get desperate, meaning that I've actually already got the psychological advantage over them.
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#4
Posted December 07 2012 - 03:20 AM
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#5
Posted December 07 2012 - 03:21 AM
ZHRGG, on December 07 2012 - 03:08 AM, said:
#6
Posted December 07 2012 - 03:24 AM
And the response was about the same, too.
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#8
Posted December 07 2012 - 04:36 AM
#9
Posted December 07 2012 - 04:45 AM
#10
Posted December 07 2012 - 05:41 AM
#12
Posted December 07 2012 - 06:49 AM
As it is right now it will be a requirement for any competitive mech to have an emp.
Is it overpowered, i do not think so.
Should it be moved to the offensive slot, probably.
I will let the devs do the thinking and the tinkering.
#13
Posted December 07 2012 - 07:00 AM
Urvanis, on December 07 2012 - 04:36 AM, said:
^this. I'm always blasting myself when I think I've launched it far enough away to dodge the effects. Then I just sit and stare at whomever I'm shooting like an fuzzy bunny while we wait for weapons to come back up.
h0B0, on December 07 2012 - 06:49 AM, said:
Says who_ I don't use one on my Sharpie, and if the match is favorable (i.e. more than 2 people on a team, and not unbalanced), I usually maintain a 2 or 3:1 KDR. Detonator is a lot more useful for me because it's less risk to myself and a lot more threatening than 4 seconds of no incoming fire while I wait on cooldowns for my weapons. Might become necessary on A-frame mechs as a survival tactic, but I don't see any other class "needing" them.
#14
Posted December 07 2012 - 07:57 AM
#15
Posted December 07 2012 - 08:00 AM
#16
Posted December 07 2012 - 08:03 AM
Karaipantsu, on December 07 2012 - 07:00 AM, said:
h0B0, on December 07 2012 - 06:49 AM, said:
The detonator is an offensive item. The EMP is defensive, you can have both (unless they changed this when Kiwi wasn't looking). The problem is that for the same slot you have Radar, which is of some use, but not much, Radar Jammer, which doesn't fool competent people, and the Shield, which doesn't block many weapons and doesn't render right on some machines (at least on Kiwi's anyway)
#17
Posted December 07 2012 - 08:05 AM
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#19
Posted December 07 2012 - 09:47 AM
I'm not a fan of disabling the emp user though, because it wont stop emps from being chained in comp, and it will drastically lower its use in casual play.
Edited by Zeshi, December 07 2012 - 09:48 AM.
#20
Posted December 07 2012 - 10:18 AM
Zeshi, on December 07 2012 - 09:47 AM, said:
I'm not a fan of disabling the emp user though, because it wont stop emps from being chained in comp, and it will drastically lower its use in casual play.
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