Why is EMP so terrible?
MaximumSquid
Join Date: 2010-07-20 Member: 72593Members
Robotics + MAC + EMP + Cast EMP = 38 res
EMP is on a global cooldown so you are essentially <u>upgrading it for a single MAC</u>
The blast is a small radius around the MAC so lets say it was actually threatening the aliens can very easily avoid it
This would almost require the speed upgrade so now we are at 53 res for what exactly?
Removing 33%-40% of an aliens energy. . . why bother?
The wiki claims it does 50 damage, but I'm not seeing it
This low damage might only be against structures and would only be effective against cysts that were literally just dropped
Or maybe I read the wiki wrong. . . does it deal 50 damage to the MAC?
EMP is on a global cooldown so you are essentially <u>upgrading it for a single MAC</u>
The blast is a small radius around the MAC so lets say it was actually threatening the aliens can very easily avoid it
This would almost require the speed upgrade so now we are at 53 res for what exactly?
Removing 33%-40% of an aliens energy. . . why bother?
The wiki claims it does 50 damage, but I'm not seeing it
This low damage might only be against structures and would only be effective against cysts that were literally just dropped
Or maybe I read the wiki wrong. . . does it deal 50 damage to the MAC?
Comments
IMO it should do 100 damage to the energy pool, completely draining aliens without adrenaline. It might also be good to make it enzyme-like in range, or maybe increase the radius. It's pretty hard to use effectively as it is.
That's about the only way I'd see it being useful as currently devised. The problem is that if you buff it, it'll just be used by marines to turtle.
- enzyme range, or at least a wider EMP radius
- remove global cooldown, introduce a personal cooldown per MAC of 5 seconds where the MAC temporarily shuts down and is inactive
- reduce cost to research (5 res) or have it included out of the robo factory
This will undoubtedly increase the effectiveness of marine turtles for commanders who know how to use MACs, but bile bomb already owns them pretty hard.
- enzyme range, or at least a wider EMP radius
- remove global cooldown, introduce a personal cooldown per MAC of 5 seconds where the MAC temporarily shuts down and is inactive
- reduce cost to research (5 res) or have it included out of the robo factory
This will undoubtedly increase the effectiveness of marine turtles for commanders who know how to use MACs, but bile bomb already owns them pretty hard.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not happy about non-global cooldown. Its not like enzyme where no stacking. You will just get people nuking fades using a few MACs.
Everything else though, sure.
Ether buff what it does or take it out so coms aren't tempted to waste res on it.
There's probably something wrong if one of the first researchable techs in the game is only useful against endgame units
Also I've used EMP on Onos before and they just keep on attacking. . . it's seriously just a huge waste of res
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<u><b>HeatSurge:</b></u>
I was originally thinking that 100 E-Drain would be too punishing, but with Adrenaline available to aliens as the obvious counter I think it would make a lot more sense
There would also be a reason to see Adrenaline Onos lategame if marines were holding on for dear life using EMP
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<u><b>ScardyBob:</b></u>
The cost to use EMP would prevent turtling or you could have the MAC sacrifice themselves to use EMP at no cost
Makes more sense anyway since it's a machine. . . also this way you wouldn't need to have it be a researchable because it' a sacrifice move
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<u><b>TimMc:</b></u>
Having EMP be a sacrifice move would solve everything and would let UWE greatly up the power, range, and remove the global cooldown
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This might help combat powernode rushes and at the same time make adrenaline potentially useful for onos
It could also maybe be used to help save Exos from a full team rush if you have macs following them in enemy territory
53 res for the current EMP is insane
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MACs are cheap, so if this extremely powerful ability was free but caused MAC suicide then would be interesting. Sacrifice welding to nuke a gorges energy? Might save an exo you are trailing.
... and isn't that what all marine tech is used for. Get 75% of the team to go exos, the rest shotty jetpackers, and a few arcs around your base, have them arrange in a circle around the chair, and congrats, you have a troll game...
Why not add macs to the already ridiculous tech? :-P
The ability really doesn't make sense in any form and needs to be revised or removed. Maybe give them mini turret upgrades or something Passive.
Once you build 10 MACs you should be able to combine them megazord style into MEGAMAC. It's an exosuit that is governed by a rudimentary AI but the comm can also assume control of it whenever he wants.
Once you build 10 MACs you should be able to combine them megazord style into MEGAMAC. It's an exosuit that is governed by a rudimentary AI but the comm can also assume control of it whenever he wants.<!--QuoteEnd--></div><!--QuoteEEnd-->
And shoots plasma beams that instantly kill Onos, while operating automated repair arms that self heal. Duh.
Invisible while stationary might also be nice too.