Jump to content

Emp Consumable And Ppc Effects For E.d.

Gameplay Weapons

8 replies to this topic

#1 MoonUnitBeta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,560 posts
  • LocationCanada ᕙ(⇀‸↼‶)ᕗ

Posted 25 August 2016 - 09:55 AM

With a probable introduction of Energy Draw next month, what are your thoughts about possible opportunities to affect the enemy’s Energy Meter?

1) The idea is that a consumable EMP would strip the Energy supply for enemy (or team included) mechs within a 20m radius for 4 seconds, detonation of the EMP is 3 seconds after it’s dropped. Because the energy meter is 0, any affected mechs that fire weapons in those 4 seconds would incur the extra heat penalty.

I think this is a perfect idea, as it offers players a new way to temporarily impair mechs, but not completely disable them, and it could be a great get-away tactic for lights to force other mechs to withhold firing their weapons if their heat is high.

EMP Consumable Pricing would be in-line with the 9x9 Cool-Shot.


2) To keep this idea rolling, I think it would be neat if PPC’s also brought down the available energy on a target by 15 points, to a minimum of 0. The reduction in energy would function the same just as if the person had just shot a weapon that cost 15 energy. It would be a brief effect, but it would just add the appropriate flavor to the weapon. Unlike the EMP consumable, the Energy regeneration would continue as usual once the target is hit with a PPC. And even if you boat PPC’s, it will never put the target at a negative Energy value. The reduction stops at 0, and regeneration continues instantly.

* * *



What do you think of the general idea of being able to affect your enemy’s available Energy?

Any discussion is welcome if it is regarding taking advantage of or putting the enemy at a disadvantage through the Energy Draw system.

#2 RestosIII

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,322 posts
  • LocationDelios

Posted 25 August 2016 - 10:08 AM

Posted Image
Flamers are the closest thing we have to a "stun lock" right now, and that is the farthest it should go. A 2 PPC+flamer build would make you incapable of firing without exploding with your ideas. Better plan: Just give PPCs HUD screw-up effects and we're good.

#3 Monkey Lover

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 7,918 posts
  • LocationWazan

Posted 25 August 2016 - 10:15 AM

4 seconds is a long time but I do like the idea with some balancing . We haven't seen a new weapon in a long time.

#4 MoonUnitBeta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,560 posts
  • LocationCanada ᕙ(⇀‸↼‶)ᕗ

Posted 25 August 2016 - 10:17 AM

View PostRestosIII, on 25 August 2016 - 10:08 AM, said:

Posted Image
Flamers are the closest thing we have to a "stun lock" right now, and that is the farthest it should go. A 2 PPC+flamer build would make you incapable of firing without exploding with your ideas. Better plan: Just give PPCs HUD screw-up effects and we're good.

Having 0 energy because of an EMP, and still being able to retaliate isn’t a stun lock.
Being at 90% heat because a locust has all flamers is a stun lock, and a team liability.

#5 RestosIII

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,322 posts
  • LocationDelios

Posted 25 August 2016 - 10:19 AM

View PostMoonUnitBeta, on 25 August 2016 - 10:17 AM, said:

Having 0 energy because of an EMP, and still being able to retaliate isn’t a stun lock.
Being at 90% heat because a locust has all flamers is a stun lock, and a team liability.

0 energy means that if you try to fire, you're suddenly getting a HUGE heat spike. Now add 2 flamers holding you at high heat with that. Have fun m8.

#6 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 25 August 2016 - 10:25 AM

I like the EMP idea its also the ultimate in realism. Enough EMP radiation would render any sensor effectively blind. So a consumable to short out sensors? Great idea.

EMP to actually effect Energy Draw is not realistic because everything would be shielded, among other problems with the idea. Of course sensors by definition cannot be shielded, or they couldn't see anything.

Edited by Johnny Z, 25 August 2016 - 10:30 AM.


#7 MoonUnitBeta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,560 posts
  • LocationCanada ᕙ(⇀‸↼‶)ᕗ

Posted 25 August 2016 - 10:33 AM

View PostMonkey Lover, on 25 August 2016 - 10:15 AM, said:

4 seconds is a long time but I do like the idea with some balancing . We haven't seen a new weapon in a long time.

For sure! I just kinda threw digits around. Since it’s a fairly indirect weapon where people can still fire weapons if they want to I figured 4 seconds would be OK, but I would agree no more than that. 3 seconds could be good. 2.5 would be the minimum IMO before the effects of using the consumable would be too minute for its cost and the risk involved with getting close the enemy.

I’m definitely intrigued by the idea of being able to affect enemy’s energy meters. Even if it is just kind of a fluff thing on weapons like the PPC, if it makes sense, that is.

#8 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 25 August 2016 - 10:36 AM

Emp mounted device could be like ecm with different effects. Or it could be a deployable device with a similar radius to ECM. This could even be an effect on some maps or areas there of.

I honestly dont know the details of this or how realistic it is, but it does appear that some militaries in real life are prepared to fight sensor blind for some reason, so there is something to it. Could be a scare tactic I don't know. :)

Edited by Johnny Z, 25 August 2016 - 10:43 AM.


#9 MoonUnitBeta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,560 posts
  • LocationCanada ᕙ(⇀‸↼‶)ᕗ

Posted 25 August 2016 - 10:51 AM

View PostRestosIII, on 25 August 2016 - 10:19 AM, said:

0 energy means that if you try to fire, you're suddenly getting a HUGE heat spike. Now add 2 flamers holding you at high heat with that. Have fun m8.

Lol, if you think this is going to be some supreme combo that breaks the game, think again. If anything, the EMP will let flamers have their BRIEF moment of glory. Did you see the part where the EMP lasts only for 4 seconds (which would be the max).

That HUGE heat penalty is completely relative to what weapon you’re firing, how many, and how many heat sinks you have. And if you’re already at 90% heat, you’re already screwed for what types of weapons you can fire. And, flamers, don't do enough damage to cause you to panic, you can wait out the couple seconds after he uses the EMP to avoid this over-emphasized scenario.

I’ll give you credit for identifying the possibility of stacking the effects of Flamer and EMP, but it’s truly a non-issue considering how short the EMP lasts. If anything, Flamers are the biggest offenders in this combo, holding mechs at 90%. And really, even now I think the cap should be lowered to about 80-85%

Edited by MoonUnitBeta, 25 August 2016 - 11:02 AM.






6 user(s) are reading this topic

0 members, 6 guests, 0 anonymous users