EMP
spacedaniel
Join Date: 2009-11-11 Member: 69348Members
<div class="IPBDescription">Does any1 use it?</div>Any1 out there using the EMP?
I tried it. Seems to me that
-the range is too short
-feedback is not clear (did it work???)
Does any1 have a situaion where they used it successfully?
Does it drain structures as well? Like, stopping crags from healing?
I tried it. Seems to me that
-the range is too short
-feedback is not clear (did it work???)
Does any1 have a situaion where they used it successfully?
Does it drain structures as well? Like, stopping crags from healing?
Comments
I have used it occasionally. It's good when the macs are near exos or in the middle of a bunch of people, and there's a fade there or a swarm of things or even an onos. Click+z drains the LF's energy leaving them only able to hit or escape slowly. It can easily tip the balance when the onos or fade doesn't have enough energy to hit/smash an exo.
It's an expensive upgrade, and it takes a long time to upgrade though, so that's something I dislike about it. It's nice to have though.
Macs are only near to combat if someone is attacking your base, or if you are supporting EXOs. If they are anywhere in the open, they are skulk lunch.
Also, EMP is a defensive ability. That means it has to go off when lifeforms are attacking or near by, rather than enzyme which you can use in the plan of your own attack.
There is a lot to say for the enzyme model as it is currently. Just look at other abilities, such as ink cloud, cyst rupture... basically the same principle as EMP and do not get used properly.
This is a lot to do with the user interface, as much as it is to do with psychology. Valve employ psychologists, because they understand human behaviour and tend to know how a player will act or whether or not an aspect of the game will get utilised. UWE need to think more carefully when it comes to these things.