Really wondering how many complaining about EMP here have ever dealt with the old setup where it just fired in a straight line and the moment it came into contact with anything it created a huge AOE that screwed up anyone within it and lasted forever.
I hear tales that there are still people from the first build of the game waiting to get their mech back online but can't thanks to stun lock.
Personally I think EMP is right where it needs to be right now. It helps keep aggressive players at bay and works perfectly for breaking up death balls or just to counter the glorified Shield game that has become such a staple for Hawken since shooting through Shields became a thing.
Unlike most other items that are heavily used in Hawken (Repair Charge and Scanner for example) EMP actually requires skill to use and to use it well. Knowing the arc it takes, getting down distance, learning the radius size, and accounting for travel time are all factors in being successful with your EMP use. Throwing a Scanner down, standing on top of a Repair Charge, littering the ground with turrets, none of those take actual skill to benefit from or use, you simply use them and immediately start enjoying the benefits of them and they can't really come back to bite you in the rear if you misuse. Sure you can lay down a Repair Charge and lose that position to the enemy or set a Scanner down where it can easily be destroyed but none of these can be suddenly turned against you because you used it too soon or just missed completely.
EMP is also one of the few items in the game that works in a variety of situations and lets the user operate on a risk vs reward system. What I mean here is when I'm playing my EOC Infil I'm rather squishy so element of surprise is what I'm all about. Catching people off guard from behind with EMP is a great way to throw off a team and net me some free kills but I also constantly use EMP to put distance between myself and people who are getting too close. Raiders and G2 Raiders are suckers for rushing me and getting an EMP right in the face which also hits me as well. I don't care because all I want to do is shut their attack down and use that moment to get away safely and it work. Not many other items in the game allow you that kind of flexibility and all of this revolves around skill.
Countering EMP takes skill as well. When I learn someone has EMP and likes to use it I take this into consideration when attacking them. I make sure I'm approaching from an area where EMP's use is minimized and I can easily get out of the way or retreat if I'm hit by it. On the flip side I'll nail someone in the face with EMP when they rush me only to have them do it three or four more times and by the end of the match they are cursing MY NAME because they couldn't figure out turning on Blitz and rushing straight at me is a bad idea.
Countering other items isn't so much of a skill game as it is just knowing the item. Thing like turret all you can really do is either stay out their sight or quickly destroy them. Repair Charges your choice is either force them off of it and move away from the area so they can't orb lord. Scanner? Find it and destroy it, there's no other way around it. Det, HE Charge, and ISM are the only other skill based items I can think of that requires the user to demonstrate some level of skill to use them well and I personally think Hawken needs more of that and less of the hand holding nonsense where the user doesn't have to improve at all. This goes for items, internals, abilities, and weapons.
When things are made too easy to use suddenly the skill based stuff becomes unfair because people aren't going to take the time to get good with something when the other option just hands it to them.