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Thread Statistics | Show CCP posts - 0 post(s) |
korrah silain
True Illuminate
1
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Posted - 2014.11.19 10:34:00 -
[1] - Quote
Emps should do nothing to shields, should disable all equipment temporarily(hand held, and deployed) (completely disable Rex's without an explosion) introduce a slight static on screen as well as get rid of hipfire recticle, and mini map, and bullet count, maybe health display. Other ideas are the disabling of damage, speed, codebreaker, cardac regulator, and ewar moduals. Further they should be balanced with the heavys taking less time to reboot due to higher shielding/ redundant systems while the scouts take longer. |
korrah silain
True Illuminate
3
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Posted - 2014.11.19 17:48:00 -
[2] - Quote
Jathniel wrote:Kensai Dragon wrote:I vote a temporary disconnect from TACNET on both vehicle and infantry.
Otherwise, 'like' Okay, I'll update it. I would prefer permanent disconnection, because that would make repair tools even more vital to have on the battlefield, and it would make supply depots even more worth protecting, but I will leave it up for debate. I feel permanent destruction of all deployed eqs will make it too close to the flux, where as a temporary disruption would effectivly disrupt reinforcements and restock/repair hives, creating a vital opening to strike. Then you can pop eqs later. |
korrah silain
True Illuminate
3
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Posted - 2014.11.19 19:01:00 -
[3] - Quote
To the op Might I suggest rolling all of your 3 threads into one because I like the ideas by feel that within a single thread we could more effectivly highlight cross play and counterplay ideas to deepen the wear game beyond scans. |
korrah silain
True Illuminate
3
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Posted - 2014.11.19 19:27:00 -
[4] - Quote
Terry Webber wrote:I personally believe that fluxes should be able to do all of the things listed and disable shields. I know this might sound OP but I'm not sure how to avoid that. Any suggestions? yes, make a distinct emp grenade that does all that. the flux already works at its intended role: area equipment destruction, and shield disruption. adding all of these other effects would make them op, however giving these effects to another grenade choice would deepen and enrich the game, as well as probably keep things relativly balanced, and introducing even more options to consider for inclusion: more ideas for moduals such as a reboot mitigation modual if you feel you are being emped too much this would mitigate the duration, if tuned properly (more effective against scouts) it may also help to adress balance issues currently in the game. |
korrah silain
True Illuminate
3
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Posted - 2014.11.19 20:18:00 -
[5] - Quote
Atiim wrote:Flux Grenades already are the EMP Grenades.
IIRC they also belong to a Damage Profile called "EMP" which is 100/0. ...so? relabel it as flux damage and make an emp grenade with suggested effects. keeps good balance without oping fluxes to stupid levels while introducing a new aspect to the tragically over simplified ewar game, resulting in a deeper gameplay experience as a whole. ok i swear ill stop posting in these until the op can consolidate. |
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