EMP Grenades? What kind of things should we be able to do?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Meeka, Oct 9, 2014.

  1. Rovertoo

    Not exactly EMP-related, but it would be pretty cool if Infiltrators had another ability, where they traded their cloak for a Hologram projection like in Halo. I think that would be pretty neat and a real cruel trick.
  2. Roland2TowerCame

    I don't know about disabling the spawn for 3 seconds, that's a long while.
  3. The Walrus Whisperer

    Yes like the idea with the mag cause it seems very cool. Not so sure about vanguard sheild but I guess it is logical.
  4. The Walrus Whisperer

    I was just talking about that in my AA nade thread!
  5. The Walrus Whisperer

    That is exactly what he said the main gun on the Mag is still going to be locked!
  6. MonnyMoony


    Even though I run an LA loadout with C4 - I kinda agree.

    A simple fix to this would be to make C4 only deployable whilst you are stationary (or at the very least whilst walking).

    IMO - you should not be able to throw it like a grenade whilst running/jumping.
  7. Tyrant103

    All I would like from EMPs is a larger effective radius and to remove the markers above enemies when hit by one (eg. Blue for friendlies, Red for enemies or what you may have it set to)
  8. Champagon

    Remembering from my PS1 days EMP grenades did the following

    Disabled MBT/all vehicles from shooting for 2-3 seconds
    Disabled Implants for 2-3 seconds (not what you all use as implants nowadays, the original well made implants of PS1)
    Weakened BFR shields Temporarily
    Insta-killed tank mines

    EMP grenades did NO damage to anything period. As they shouldn't they only had the above effects, making them very situational which also required skill to use.