Making EMP viable
douchebagatron
Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">a couple ideas</div>In the current balance patch EMP's cooldown is reduced and it now takes 65% of alien energy instead of 50%. This is a start, but it's still not the most interesting feature, nor does it warrant much time/res into using it.
A better (and more interesting) alternative would be to also include a slowdown added to aliens affected by it, and remove a variable amount of energy. Aliens close to the MAC will lose all energy and experience a long slowdown, aliens far away from the MAC will lose a small amount of energy and experience a very short slowdown.
Also, to prevent super overpowered offensive MACs, there should be some sort of siren or light that goes off prior to the EMP and a half second or so prior to the actual EMP so quick and smart aliens can get away.
This could bring about the use of offensive MACs, instead of only using them to support exos.
A better (and more interesting) alternative would be to also include a slowdown added to aliens affected by it, and remove a variable amount of energy. Aliens close to the MAC will lose all energy and experience a long slowdown, aliens far away from the MAC will lose a small amount of energy and experience a very short slowdown.
Also, to prevent super overpowered offensive MACs, there should be some sort of siren or light that goes off prior to the EMP and a half second or so prior to the actual EMP so quick and smart aliens can get away.
This could bring about the use of offensive MACs, instead of only using them to support exos.
Comments
Its one of the features I try to use versus a bile gorge, asuming I notice him/her.. works great. The little buff it gets in the next patch will surely make it used more often.
Maybe the cost should be decreased to 5 res. Just 'cause.
ofcourse, for those who wants to launch it manually there should be option for it.