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Jathniel
G I A N T
1271
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Posted - 2014.11.19 03:15:00 -
[1] - Quote
(Part of set of equipment ideas and proposals to help balance and expand EWAR.)
(For a little background, this was explored a little in the thread titled: "Should flux grenades kill the cloak field?" by xavier zor )
I propose EMP grenades.
VS. Infantry - Temporarily, completely scrambles enemy HUD.
- Temporarily, prevents ADS with scoped weapons. (Scopes being electro-mechanical.)
- Permanently severs a hostile's connection to TACNET. That hostile can perform no scanning or scan-sharing until repaired via logi repair tool, or dropsuit is swapped via supply depot.
- Forces a 100% cooldown time on active cloaks (scouts NOT cloaked, will not have their cloak field reset).
- Destroys equipment.
- Does NOT disable shields.
VS. Vehicles - Temporarily, completely scrambles HUD.
- Temporarily severs TACNET connection.
- Forces a 100% cooldown time on running active modules (active modules NOT running, will not have their active modules reset).
- Does NOT disable shields.
- Does NOT home in on vehicles.
- Nade must hit vehicle directly; splash will not trigger the procs.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Kensai Dragon
DUST University Ivy League
79
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Posted - 2014.11.19 03:42:00 -
[2] - Quote
I vote a temporary disconnect from TACNET on both vehicle and infantry.
Otherwise, 'like' |
korrah silain
True Illuminate
1
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Posted - 2014.11.19 10:34:00 -
[3] - 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. |
Jathniel
G I A N T
1275
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Posted - 2014.11.19 17:41:00 -
[4] - Quote
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.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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korrah silain
True Illuminate
3
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Posted - 2014.11.19 17:48:00 -
[5] - 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. |
Isa Lucifer
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
98
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Posted - 2014.11.19 18:16:00 -
[6] - Quote
Looks pretty cool, What Korrah Silain said should be implemented as well. plus one!
Amarr Victor
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Jathniel
G I A N T
1276
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Posted - 2014.11.19 18:48:00 -
[7] - Quote
korrah silain wrote: 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.
This is feasible.
Since it would be a temporary hit to equipment, I think a larger effective radius than the flux grenades would be justified. Maybe an increase of 1.5m for each tier.
Post edited.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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korrah silain
True Illuminate
3
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Posted - 2014.11.19 19:01:00 -
[8] - 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. |
Terry Webber
molon labe. General Tso's Alliance
498
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Posted - 2014.11.19 19:18:00 -
[9] - Quote
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? |
korrah silain
True Illuminate
3
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Posted - 2014.11.19 19:27:00 -
[10] - 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. |
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Jathniel
G I A N T
1276
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Posted - 2014.11.19 20:05:00 -
[11] - Quote
korrah silain wrote: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.
will do!
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Atiim
Heaven's Lost Property Negative-Feedback
13824
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Posted - 2014.11.19 20:15:00 -
[12] - Quote
Flux Grenades already are the EMP Grenades.
IIRC they also belong to a Damage Profile called "EMP" which is 100/0.
The 1st Matari Commando
-HAND
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korrah silain
True Illuminate
3
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Posted - 2014.11.19 20:18:00 -
[13] - 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. |
Jathniel
G I A N T
1277
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Posted - 2014.11.19 20:56:00 -
[14] - Quote
korrah silain wrote: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.
Consolidated.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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