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        | 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.
 
 
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        |  Valto Hynton 2100453693
 Namtar Elite
 Gallente Federation
 
 7
 
 
      | Posted - 2013.03.30 21:56:00 -
          [2] - Quote 
 20s feels to long, i would make it 5s standard, 7s advanced, and 9s prototype.
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        |  Jathniel
 G I A N T
 
 124
 
 
      | Posted - 2013.03.30 22:03:00 -
          [3] - Quote 
 Interesting idea...
 
 Rather just get EMP Orbital Strike, and get like 2 mins of equipment loss.
 Nice and gritty. ^,..,^
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        |  Harpyja
 DUST University
 Ivy League
 
 9
 
 
      | Posted - 2013.03.30 22:04:00 -
          [4] - 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.
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        |  DeadlyAztec11
 One-Armed Bandits
 Atrocitas
 
 11
 
 
      | Posted - 2013.03.31 00:33:00 -
          [5] - Quote 
 Aren't the Flux grenades already basic EMO grenades?. They already disrupt shields and destroy equipment.
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        |  Poplo Furuya
 Crux Special Tasks Group
 Gallente Federation
 
 0
 
 
      | Posted - 2013.03.31 01:18:00 -
          [6] - Quote 
 
 DeadlyAztec11 wrote:Aren't the Flux grenades already basic EMO grenades?. They already disrupt shields and destroy equipment. 
 All they do is damage shields, don't know about them actually destroying equipment, don't think they do.
 
 Could be considered EMP but the idea being presented here is a weapon designed to disrupt, not to damage. For instance it could knock out radar, scanning, cause optical glitches, mess with IFF and so forth. Against vehicles might make movement jerky and sluggish and temporarily impair its weapon systems.
 
 Might be interesting.
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        |  gbghg
 L.O.T.I.S.
 Legacy Rising
 
 936
 
 
      | Posted - 2013.03.31 01:35:00 -
          [7] - Quote 
 me and berin huin were discussing this in irc and we came to the conclusion that if they implement an EMP grenade it should disrupt module usage on vehicles eg stopping an armour repper from working, and it should also take out the tacnet. another thing we thought might work if it stopped shield regen as well.
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        |  H arpoon
 WarRavens
 
 29
 
 
      | Posted - 2013.03.31 01:51:00 -
          [8] - Quote 
 Could they also disrupt visual near the EMP blast? It gets less fuzzy the farther from the grenade. Or is that too op?
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        |  Poplo Furuya
 Crux Special Tasks Group
 Gallente Federation
 
 0
 
 
      | Posted - 2013.03.31 01:57:00 -
          [9] - Quote 
 
 gbghg wrote:me and berin huin were discussing this in irc and we came to the conclusion that if they implement an EMP grenade it should disrupt module usage on vehicles eg stopping an armour repper from working, and it should also take out the tacnet. another thing we thought might work if it stopped shield regen as well. Ah, of course. Disabling active modules on vehicles is a great idea for its effect on them.
 
 Extending the idea to infantry perhaps it can temporarily make them revert to factory default? Disables most high-powered modules and a few low-powered. Would lose weapon boosters, shield extenders, shield regulators and armour reppers but leave armour plates and biotics intact.
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        |  Harpyja
 DUST University
 Ivy League
 
 9
 
 
      | Posted - 2013.03.31 03:16:00 -
          [10] - 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.
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        |  gbghg
 L.O.T.I.S.
 Legacy Rising
 
 937
 
 
      | Posted - 2013.03.31 03:25:00 -
          [11] - Quote 
 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.
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        |  Harpyja
 DUST University
 Ivy League
 
 9
 
 
      | Posted - 2013.03.31 03:27:00 -
          [12] - 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
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        |  ladwar
 Dead Six Initiative
 Daringly Inserting Large Dangerous Objects
 
 66
 
 
      | Posted - 2013.03.31 03:50:00 -
          [13] - Quote 
 what you are suggesting is a scambling field not an emp. flux is emp. i can see this as equipment not as a nade.
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        |  KalOfTheRathi
 Talon Strike Force LTD
 
 294
 
 
      | Posted - 2013.03.31 03:53:00 -
          [14] - Quote 
 Sounds like the Flux Grenade description to me. More finely tuned but grenades in DUST have ... squishy definitions. The better to make them do whatever CCP/Shanghai decides to do while not having to actually match the non-existent documentation.
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        |  Kazeno Rannaa
 Seraphim Initiative.
 CRONOS.
 
 156
 
 
      | Posted - 2013.03.31 07:18:00 -
          [15] - Quote 
 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.
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        |  Draco Dustflier
 Villore Sec Ops
 Gallente Federation
 
 45
 
 
      | Posted - 2013.03.31 07:30:00 -
          [16] - Quote 
 but cod has stuff like this. i don't want another cod.
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        |  CODE Breaker93
 Planetary Response Organisation
 Test Friends Please Ignore
 
 41
 
 
      | Posted - 2013.03.31 08:48:00 -
          [17] - Quote 
 Emp: Disable the HUD can't see shield armor map ammo or distinguish friend or foe
 
 XD
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        |  Harpyja
 DUST University
 Ivy League
 
 9
 
 
      | Posted - 2013.03.31 12:51:00 -
          [18] - 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.
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        |  Harpyja
 DUST University
 Ivy League
 
 9
 
 
      | Posted - 2013.03.31 12:54:00 -
          [19] - 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
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        |  DeadlyAztec11
 One-Armed Bandits
 Atrocitas
 
 13
 
 
      | Posted - 2013.03.31 13:26:00 -
          [20] - Quote 
 
 Poplo Furuya wrote:DeadlyAztec11 wrote:Aren't the Flux grenades already basic EMO grenades?. They already disrupt shields and destroy equipment. All they do is damage shields, don't know about them actually destroying equipment, don't think they do. Could be considered EMP but the idea being presented here is a weapon designed to disrupt, not to damage. For instance it could knock out radar, scanning, cause optical glitches, mess with IFF and so forth. Against vehicles might make movement jerky and sluggish and temporarily impair its weapon systems. Might be interesting. They do destroy equipment. I have witnessed this first hand.
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        |  Cat Merc
 Planetary Response Organisation
 Test Friends Please Ignore
 
 312
 
 
      | Posted - 2013.03.31 13:39:00 -
          [21] - Quote 
 If ANYTHING in the game will disable comms people will just move to things like teamspeak or Vent.
 So its a big NO.
 
 For the rest, even today most military electronics are shielded against EMP's and consumer electronics are slowly being shielded too. (Most high end graphics cards are protected like that, for example the GTX Titan can survive an EMP blast)
 And we have spaceships... so....
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        |  Scheneighnay McBob
 Bojo's School of the Trades
 
 1151
 
 
      | Posted - 2013.03.31 16:39:00 -
          [22] - Quote 
 
 Poplo Furuya wrote:DeadlyAztec11 wrote:Aren't the Flux grenades already basic EMO grenades?. They already disrupt shields and destroy equipment. All they do is damage shields, don't know about them actually destroying equipment, don't think they do. Could be considered EMP but the idea being presented here is a weapon designed to disrupt, not to damage. For instance it could knock out radar, scanning, cause optical glitches, mess with IFF and so forth. Against vehicles might make movement jerky and sluggish and temporarily impair its weapon systems. Might be interesting. I've confirmed that they destroy equipment.
 I think this EMP grenade idea should transfer to flux grenades and EMP orbitals.
 
 EMP orbitals ATM are just giant flux grenades, with a massive blast radius.
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