EMP should not restrict shooting in a shooter game
#1
Posted December 14 2013 - 05:30 PM
I feel it's easier to also dodge/escape both of the later than it is the former.
A shield will counter both Detonator or HE Charge.
EMP however will disrupt a shield and possibly the mech within as well.
There is no good counter to EMP except countermeasures which themselves were a wretched conception.
I've seen alternative suggestions for EMPs (introducing feathering or eliminating the MK3).
However for a shooting game, not being able to shoot is extremely the opposite of fun.
I think the EMP should be reworked_ I compare it to the ISM which is fun; there's a delay when you have a chance to get out of range. Even when blinded, you don't feel helpless and can sort of navigate or move away.
I propose the EMP disables radar and HUD but the victim can still manually fire weapons_ I know this is not realistic (actually the whole mech shouldn't be moving) but in terms of fun gameplay, I think it would be better. Add 1 or 2 more seconds so it's not underwhelming. Perhaps keep the shutdown effect if you catch someone in a shield w/ it due to crossing streams technobabble.
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#2
Posted December 14 2013 - 05:44 PM
It's the Jake that rides beside 'em whose nerves are edged with steel.
It's the jakes that ride behind them when the truck rolls to a call.
The sirens blare and we say a prayer 'til they're home safe one and all.
#3
Posted December 14 2013 - 06:01 PM
If you can dodge an EMP, you can more easily dodge a HE charge or Tow.
I feel it requires less skill to hit w/ an EMP and you procure greater rewards_ I feel like I need to have my EMP-1 on every mech. Do you feel there is a better offensive item than EMP right now_
What do you think of the gameplay aspect of EMP. I realize it may not effect KDR but I feel frustrated when hit by EMP and then killed; as opposed to being hit by a Detonator and being destroyed which I just shrug off as a good shot.
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#4
Posted December 14 2013 - 06:03 PM
DFTR, on December 14 2013 - 05:30 PM, said:
What you're describing already exists as the ISM. If an EMP-ed user simply had no HUD or radar but could move and shoot back, what would be the point of using it_ Removing the HUD for a few seconds (or even at all) doesn't exactly take away one's ability to accurately fight back. I find being hit with an ISM creates more panic than an EMP as you can't actually see where you're shooting or moving - being hit by an EMP is more of a nuisance than a guaranteed kill.
#5
Posted December 14 2013 - 06:14 PM
How about giving it a curve trejectory like the ISM or HE_
#6
Posted December 14 2013 - 06:35 PM
I'm surprised to hear that he feels more panic from being hit w/ ISM; I have to check the duration, but I've usually manage to reposition myself. I think it is the lack of control from EMP that bothers me more. Do you prefer ISM to EMP_
I've used ISM and feel EMP is much easier to land a hit. I've even had the ISM bounce off some invisible barrier and return towards me!
Now w/ Shields, EMP is all the more easier to use/aim. I don't know if ISM would bounce off a shield or detonate on contact_
@StruttingStray, making it a lobed/trajectory or requiring a direct hit rather than splash hit would go towards making it more of a skilled base shot.
I guess if there were an item that shut down movement but allowed you to shoot, I'd feel the same about that as EMP. It seems counter to a FPS game.
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#7
Posted December 14 2013 - 06:37 PM
Which is why the more it's nerfed-the better, if you ask me. Hell, at this point I really want it to have no AOE at all.
DaPheel, on December 03 2013 - 11:55 PM, said:
B-listers, screenshots for the Grand kids......
#8
Posted December 14 2013 - 06:50 PM
DFTR, on December 14 2013 - 06:35 PM, said:
I'm surprised to hear that he feels more panic from being hit w/ ISM; I have to check the duration, but I've usually manage to reposition myself. I think it is the lack of control from EMP that bothers me more. Do you prefer ISM to EMP_
Personally I do prefer ISM to EMP, the former is definitely harder to hit than the latter due to an arc trajectory and that incredibly loud BEEP BEEP BEEP but I find in practice that I can cripple or eliminate an enemy who's been hit with an ISM more easily due to my being able to quickly gain a better position and my target having no ability to see where I'm going or hitting them from. 3 out of the last 5 targets I've hit with an ISM all panicked and attempted to flee only to run, boost and plow bullets into walls helplessly. I almost felt bad when I killed them... almost. This is all from my personal experience and I'm sure someone else will be able to weigh in differently.
Edited by Beefsweat, December 14 2013 - 06:52 PM.
#9
Posted December 14 2013 - 08:04 PM
EX: On frontline, I am at the AA (or where it usually is if in another game mode) and I enter that "tunnel/hallway". As I exit the tunnel, knowing I have a raider on blitz right behind me, I shoot my MKIII EMP at the exit of the hallway/tunnel and for x amount of time both the graphic and effect of the MKI EMP will haunt that exit point. I think its a neat way to control space with a lot more tactical potential than the rather boorish MKIII that we have now...
I personally detest the Detonator and the HE charge, but that's just me.
[HWK]ZamboniChaos, on December 10 2013 - 05:29 PM, said:
BlackSteelBrotherhood
I figured out how to enable friendly fire; get some friends, join a DM, pick team captains, and enjoy :)
#10
Posted December 16 2013 - 10:05 AM
#11
Posted December 16 2013 - 12:46 PM
All credits to Hobo for the vid.
EMPs are not OP. At all, really. Their air speed is extremely slow, and the splash is not that large. It takes at least some skill to hit someone with an EMP without being extremely near them (thus EMPing both your enemy and yourself).
They are extremely useful in tight quarters like the tunnels of Origin, and can turn the tide to your favor by allowing one a few seconds of free shots before the enemy can fire back. Also, if you are low on health, it gives one a few seconds to run away without having to fear a secondary in the back.
In summary, EMP is an extremely useful and viable item, but is not OP. A few seconds of not being able to shoot is exactly the same as overheating, except someone else made you overheat. There is a countermeasure to compete with EMP, but really, if you have any sort of reflexes and/or fuel left it is not that hard to dodge an EMP.
#12
Posted December 16 2013 - 01:59 PM
Personally, I highly dislike EMPs. The number of times I've been denied a kill, or been killed due to one is sickening. I also don't use countermeasures, since they are an HC sink and aren't allowed in scrims. But since I doubt EMPs will ever go away, and the countermeasures work towards balancing the economy (so Ive been told), I have just learned to move as much as I can when I do get EMP'd. Despite sayings of "its easy to dodge because its slow", eventually everyone will get tagged by one when they are on the tail end of their dodge while trying to avoid a TOW while in close combat.
Edited by ShadowGTR, December 16 2013 - 02:10 PM.
#13
Posted December 18 2013 - 08:15 AM
Nuff said.
End.
Null
Void arguments
No passbacks
#14
Posted December 25 2013 - 06:51 AM
The Disruptor is what the EMP should have been in the first place.
Edited by HugeGuts, December 25 2013 - 07:00 AM.
#15
Posted December 26 2013 - 10:12 AM
Btw all items are "skill shift". That is the whole point, to give you an advantage over another player. The way in which each item does that is different. A skilled player will always increase his ability to kill, or survive, other players with item use, that is part of the reason why he is labeled a SKILLED player as opposed to an average or below average player, who will undoubtably have less effective item use or will use the item to try and even the playing field or supplement mistakes. As I stated, pushing or creating an advantage, it is kind of the whole point of having items.
Chances are the majority of times you are being EMPd is when you try and throw down your shield in a greedy position, when you are about to kill the person, you are or are near a tech, or if you are clustered up with your team. AKA people using EMP against you in situations which it is highly effective.
So my suggestion to you guys that are struggling fighting people with EMP is to use it yourself and take note of when you are most likely to use it. Now switch back to your regular items and keep a note in the back of your mind of when you are most likely to have an EMP lobbed at you, just as you probably already have an idea of when other items are going to be used (det, turret, shield, repair charge etc).
Sorry if my post seemed mean or pretentious but I am getting a bit worried about how many people complain about the EMP and ask for nerfs when the EMP DOES NOT need nerfed in any sense of the word.
#16
Posted December 28 2013 - 01:49 PM
That is : Having no radar -and no HUD- and being not able of firing back for half the time of its effects sound like pretty good to me; I've to admit it.
.
"The difference between theory and practice is smaller in theory than it is in practice"
#17
Posted December 30 2013 - 09:09 PM
Edited by HugeGuts, December 30 2013 - 09:11 PM.
#18
Posted December 31 2013 - 08:01 AM
HugeGuts, on December 30 2013 - 09:09 PM, said:
This would be acceptable if it actually countered items. If my EMP is going to be limited to only effecting items, it had better DAMN WELL BE ABLE TO DROP THE INFINIBUBBLE fuzzy bunny that TDM is becoming.
Right now it barely scratches it.
If you want to complain about something, complain about a free 300HP bubble that lets your opponent ignore everything you do. It is supposed to stop bullet damage not be an instant !IWIN button.
#19
Posted December 31 2013 - 11:48 AM
.
"The difference between theory and practice is smaller in theory than it is in practice"
#20
Posted December 31 2013 - 05:28 PM
The_Silencer, on December 31 2013 - 11:48 AM, said:
What do you mean_ Is your '1' or '2' key stuck
@HugeGuts, I like your suggestion.
@LordTemujin, I agree that the Shield also is problematic in TDM; especially the bubble shield mechs. In DM it's not quite so dominating as good players can steal the shield or as is common EMP it. But yeah, HE Charge or Tow (even a 4slot version) won't knock down a shield compared to the 2-slot EMP.
BTW, I use both EMP/Shield b/c I feel they are so good; but I want to try using ISM/barrier once I can get some practice w/ it.
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