I think it makes a certain bit of sense that the EMP does take down the shield since it's an energy field. I haven't even thought about it only working on one shield when two are laid down on top of each other. If two (or more) shields are within the AoE of the EMP, then they should be taken down. That's definitely something the devs should take note of and fix.
I honestly don't think they should or will remove either item; at this point it's all about tweaking them to a harmonic balance.
2
EMP vs. Shield
Started by
SlugBug
, Dec 14 2013 09:01 AM
21 replies to this topic
#21
Posted December 25 2013 - 08:49 AM
#22
Posted December 25 2013 - 10:06 AM
My suggestions:
Mk1 EMP: takes out a max of 1 shield in its radius
Mk2 EMP: takes out a max of 2 shields
Mk3 EMP: takes out a max of 3 shields
Alternatively:
EMP does damage to shields caught in its radius based on the size of the EMP. People inside the shields are only EMPd if the shield drops as a result of EMP damage. Could also apply to blockades.
As far as EMP/shield taking away fun from the game, purely subjective observation. Also people who CQC launch EMPs are just abusing countermeasures and are going to be in for a rude awakening when countermeasures are rightfully banished to coop only.
Mk1 EMP: takes out a max of 1 shield in its radius
Mk2 EMP: takes out a max of 2 shields
Mk3 EMP: takes out a max of 3 shields
Alternatively:
EMP does damage to shields caught in its radius based on the size of the EMP. People inside the shields are only EMPd if the shield drops as a result of EMP damage. Could also apply to blockades.
As far as EMP/shield taking away fun from the game, purely subjective observation. Also people who CQC launch EMPs are just abusing countermeasures and are going to be in for a rude awakening when countermeasures are rightfully banished to coop only.
Edited by CounterlogicMan, December 25 2013 - 10:10 AM.
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