EMP Grenades Need to Consistently Impact More/Most Special Abilities.

Discussion in 'Infiltrator' started by Ibuprofen, May 26, 2013.

  1. Ibuprofen

    We now have MAX ES abilities, tank ES abilities, a whole slew of class abilities, and mines.

    EMP grenades should significantly effect these abilities, not be some weird combination of flashbang and shield drain that only effects a few abilities.

    Here's what I think they should do:
    • No longer drain shield, but prevent shield regen for X seconds, based on distance from blast. Inner blast radius could prevent for as long as 25s, down to 0.1s at edge of blast.
    • Drain any ability charge bar by a percentage based on distance from blast, 100% drain within inner radius, down to 1% drain at outer radius. This would include vehicle abilities.
    • Toggle off any ability that doesn't have a charge, and lock it for X seconds within inner radius, down to 0.1s at outer radius. Lockdown is a little bit of a special case, ideally it would just lock the MAX or Prowler in to their current state for the duration, not toggle it off.
    • Reduce turret turn rate for vehicles and base turrets by 50% with a direct hit, 20% if within splash radius.
    The nice thing about this is that, if it turns out to be OP once it's implemented, you mainly just adjust the inner and outer blast radius to bring its overall power level in line with where it should be.

    Anyways, how do you guys think they should be changed?
    • Up x 1
  2. Lance007

    This would be very nice, it would make EMPs actually have a useful use, if you know what I mean. +1
  3. Lowback

    This'd be perfect. A nice way to break repair-tanking.