mac EMP

.ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
<div class="IPBDescription">make it viable</div>I just came across a time where mac emp would have been extremely useful.... if not for it costing 15 tres and taking 15 years to research.

Is there any chance we could tweak the mac emp research to either be cheaper or take less time? It takes 1000 years to research it atm making it a pretty useless upgrade...

It could be extremely useful as I like to put phasegates in a a very aggressive forward position and build a robotics factory near the pg. I spam macs to keep repairing the pg armory and etc and it would have been awesome to be able to emp burst enemies attacking the pg at the same time, but it wasnt viable at all.

mac emp is completely useless. UWE please fix this.

Comments

  • plausiblesargeplausiblesarge Join Date: 2012-08-02 Member: 154558Members
    heres how I would make the EMP useful

    -it disables all alien buildings in the area
    -it stops energy regenerating for nearby aliens for ~10 seconds, and drains them to 0
    -it doesnt need to be researched, but costs 30% of the MACs HP to use, with a cooldown of ~15 seconds


    now MACs can be used to harass alien rt, or to help marines take out a bunch of whips, without being too overpowered
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    I like them suggestions but not the 'Costs 30% of the MAC's HP to use'
  • plausiblesargeplausiblesarge Join Date: 2012-08-02 Member: 154558Members
    edited August 2012
    <!--quoteo(post=1956947:date=Aug 4 2012, 09:36 PM:name=ellnic)--><div class='quotetop'>QUOTE (ellnic @ Aug 4 2012, 09:36 PM) <a href="index.php?act=findpost&pid=1956947"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like them suggestions but not the 'Costs 30% of the MAC's HP to use'<!--QuoteEnd--></div><!--QuoteEEnd-->


    Hmm...I guess. The idea I was going for is that the EMP also damages the MACs circuitry, and would make them into effective suicide-disablers

    I can see how that would be a bit silly though, maybe they should just cost energy or 1 tr instead

    The other option I can see is to remove the EMP from MACs and instead create a small spider bot, which costs 1 tr, has 25 health, and no weapons, however when it deploys it does the above (disables buildings, drains enemy energy etc) and then dies (maybe explodes?)

    cheap harrass.

    This would also make building a forward robotics useful, as you could pump these out to disrupt the cyst chain
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1956924:date=Aug 4 2012, 12:06 PM:name=plausiblesarge)--><div class='quotetop'>QUOTE (plausiblesarge @ Aug 4 2012, 12:06 PM) <a href="index.php?act=findpost&pid=1956924"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-it stops energy regenerating for nearby aliens for ~10 seconds, and drains them to 0<!--QuoteEnd--></div><!--QuoteEEnd-->
    Alien basic attacks use energy, so this would prevent any aliens hit by the effect from doing anything other than running away for 10 seconds, which is a very long time in NS.
  • Firepower01Firepower01 Join Date: 2012-08-03 Member: 154658Members
    Perhaps give the MAC some energy of his own that recharges over time? Sounds like MACs could be a very good counter to fades.

    I like the idea of a suicide spider-bot (reminds me of Starcraft's spider mines).
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