|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Harpyja
DUST University Ivy League
8
|
Posted - 2013.03.30 21:35:00 -
[1] - Quote
The EMP grenade will take up an infantry grenade slot (for obvious reasons)
When thrown, the grenade will emit an EMP and everyone within a certain range will lose radar and communications for a certain amount of time, in addition to disabling any equipment for that length of time. A small amount of damage will be inflicted upon any shields as well, based on distance from the grenade and the signature size of dropsuits/vehicles/installations.
Length of these disruptions will vary based on the level of the grenade. Example: 5s for standard EMP Grenades and up to 20s for prototype EMP Grenades
Suggestions for uses: If the shield regenerator equipment becomes abused when it comes out, throw an EMP grenade to temporarily disable these shield regenerators.
Same as above but for cloaking devices.
If a squad is mowing your team down, an EMP grenade will temporarily disable their communications and may give you the edge you need to stop them while they can't communicate with each other.
|
Harpyja
DUST University Ivy League
9
|
Posted - 2013.03.30 22:04:00 -
[2] - Quote
Valto Hynton 2100453693 wrote:20s feels to long, i would make it 5s standard, 7s advanced, and 9s prototype.
Of course. I was just simply using some feasible numbers as an example. Numbers can always be tweaked to meet balancing issues. I try to keep numbers out of my ideas as best as possible unless if I'm using them as examples. |
Harpyja
DUST University Ivy League
9
|
Posted - 2013.03.31 03:16:00 -
[3] - Quote
H arpoon wrote:Could they also disrupt visual near the EMP blast? It gets less fuzzy the farther from the grenade. Or is that too op?
I thought about it creating static interference with vision, but imagine being spammed by these grenades from the other team hugging a supply depot which makes you blind and they pick you off easily.
However, I took that concept into a stationary deploy-able piece of equipment: https://forums.dust514.com/default.aspx?g=posts&t=66691&find=unread
This way, a team won't be able to spam vision disrupting grenades while still having something in the game capable of disrupting vision. |
Harpyja
DUST University Ivy League
9
|
Posted - 2013.03.31 03:27:00 -
[4] - Quote
gbghg wrote:Another thing me and berin agreed on was that these grenades would have to have FF enabled to stop people spamming them in close quarters.
Yes indeed. FF will be turned on with the next update \o/
So this definitely won't be something that a mindless zombie will be able to spam |
Harpyja
DUST University Ivy League
9
|
Posted - 2013.03.31 12:51:00 -
[5] - Quote
Kazeno Rannaa wrote:Here is the deal. If any one really understands the effects of an EMP, such as something that happens after the ignition of high density plasma, a nuclear blast, or in the case of Dust and grenades, the FLUX.
EMP's don't interfere with electronics; it FRIES THEM. They don't cause glitches, EMP's blow transmitters, transistors, circuit boards, chips, you know anything that is not hardened to the effects of electro-magnetic pulses.
So FLUX's do just that. We have EMP's, but this id EVE and Dust in around 22,000-23,000 AD, not 2013.
Hence why your electronics become disabled until your magnetically shielded nanites that will come with each dropsuit repair your electronics. |
Harpyja
DUST University Ivy League
9
|
Posted - 2013.03.31 12:54:00 -
[6] - Quote
ladwar wrote:what you are suggesting is a scambling field not an emp. flux is emp. i can see this as equipment not as a nade.
Read this for a scrambling field equipment: https://forums.dust514.com/default.aspx?g=posts&t=66691&find=unread |
|
|
|