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EMP for mercs

Started by Spekkio, April 10, 2010, 06:21:09 PM

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Cronky

#15
I don't mean say that there needs to be a situation where the spy will win, but is there a situation where the merc doesn't.

Less in the sense that Spies can render a mine useless by removing it. More in the sense that a Merc can tell the difference between Spy Movement and Alarm Snares (IF used for such means).

Things such as the Lights going out or if the Spy does get away he is a lot harder to find (No visions/etc means EMF is useless).

Is it based on an Energy-like deal such as with Spies, or only a few uses like a grenade?

How long are Spies out of everything?

Can it take out Gadgets?

If the AoE doesn't originate from the Merc, can the Merc get caught in it?

How big is the AoE?

Does the AoE have a duration or is it instant/hit or miss? (Duration giving a little leeway so as you don't have to hit them directly with it. Instead they may be able to walk into it in the second or two its active)

Some of these are already answered and come with obvious Cons. My want is just for them to be mentioned so that it doesn't come across as OP on first glance. Which leads less to discussion, more to ranting on about how this is a "Shitty" gadget.
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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Spekkio

All those questions about duration, balance, and stuff are answered by actually testing the gadget. Different phase of development. You have to figure out how to implement it first before you get to that point.

Spark Mandriller

Quote from: Spekkio on April 11, 2010, 08:37:45 PM
testing the gadget.

yeeeeeeeeeeeeeeeeeeeeessssssssssssss

Farley4Fan

Quote from: Cronky on April 11, 2010, 05:57:56 PM
Quote from: Ambiguous Rocket on April 11, 2010, 09:02:02 AM
Quote from: Cronky on April 10, 2010, 09:33:53 PM
My question to further this is:

What's the disadvantage?

There needs to be one? :/


(I can't come up with any way to make this gadget useful for mercs and not annoying as fuck as spy so I can't really contribute sorry)

Yes

It disables lights when activated.  Maybe it disables your own visions for a couple seconds?  Try brainstorming.  With your brain.

I could see this being a cool gadget actually.  When I see Sam use it in Conviction I imagine mercs using it to sort of throw out their own little blast during a smoke/chaff/flash battle with spies.

Westfall

Why can't it be trap oriented? Spy trips the trap he loses his energy. Downside is that the spy can still disable/get around it.

Another way for placement is just something the merc places on the floor/wall that takes up a defined area where it would drain the spies energy, like a net. Downside, spies should be able to see (EMF) and shoot it off...like a mine, trap, snare.

I can't really think of another way to initiate it. If there are metallic objects, make it act as a magnetic connection, so that if a spy touches the object he loses his energy.

I don't know, but there are some brainstormed ideas...with my brain.

Farley4Fan

Quote from: Westfall on April 12, 2010, 05:23:40 AM
Why can't it be trap oriented? Spy trips the trap he loses his energy. Downside is that the spy can still disable/get around it.

Another way for placement is just something the merc places on the floor/wall that takes up a defined area where it would drain the spies energy, like a net. Downside, spies should be able to see (EMF) and shoot it off...like a mine, trap, snare.

I can't really think of another way to initiate it. If there are metallic objects, make it act as a magnetic connection, so that if a spy touches the object he loses his energy.

I don't know, but there are some brainstormed ideas...with my brain.


I still think that it could be on the merc's belt or backpack.  It would be visible.  Maybe a blue circle near the waist?  It would look like a belt buckle I guess.  Style for mercs and a nice gadget, what more could you ask for?

So, in other words, it's a mobile gadget.  It's like a spy throwing down a grenade except it's a merc activating a field.  Another downside could be the merc's flashlight/laser not working for a couple seconds.  This would give the spy enough time to maybe dissapear into the darkness but he can't shock the merc.

I'm thinking that maybe it could be a timed thing.  Like gas mask.  You turn it on but you can't use flashlight/laser/visions while it is activated, but spies can't shock you or use their visions/camo and it would disable snares/bullets.

It's hard to say how this would work.  Rocket, are you ready?  It needs some



YAY!  I think it's funny that the only inspiration I've drawn from Conviction is a gadget that could be used for mercs.

VaNilla

#21
Quote from: Spekkio on April 11, 2010, 07:47:15 AM
I like how people are calling it OP even though there isn't really a gadget, but rather just a proposed end state.

I should have clarified that I was responding to FarleyFan's proposals for the gadget, not the concept of an EMP device. I quite like Westfall's idea of trap triggered EMP's. The option to switch between 'tracking' and 'EMP' could be added to Spy Traps. Right now, there isn't a lot of reason to take spy traps when opposed to other gadgets, so it could well be a useful addition.

HeyBlinkin.

What if you can have it as a defense feature of the Merc's suit, one that cannot be voluntarily activated, but is activated when a merc in in heavy smoke or chaff.  This way, a spy cannot turn thermal vision on in smoke and instantly see where the merc is and run up to snap his neck.  On the other hand, the feature could be neutralized by throwing a chaff or smoke from a distance and sending the feature into a refractory period which the spy could take advantage of.

Farley4Fan

Yeah I suggested something similar a few posts up.  It would disable spy visions so the spy can't see the merc in thermal through the smoke.  I'm still not decided on whether or not it should disable merc visions.  Maybe it should make them fuzzy or something.

HeyBlinkin.

Yes, but I was specifically underlining the involuntary aspect of it

tigaer

Why not just use EMF in smoke? This gadget hinders the merc more than it helps. Why would a merc NOT want a spy to use his visions? Why would a merc WANT lights to turn off around him? Come on.

Spekkio

IRT a passive trap, that wouldn't be very useful. I covered that in my OP...if your main advantage to the gadget is temporarily taking away the SS, the ability would only be useful in the near vicinity of a spy.

Having it be an AoE ability around the merc is an interesting thought.

Farley4Fan


Ion.67

I believe that this would be a better gadget for the spy... just a thought but as a merc I would rather spend time chasing the spy than removing his shooting ability.

Farley4Fan

Ion, spies have chaff.  Unless you are suggesting that they replace the chaff visual effect into one like the EMP then that's fine I guess.  As a merc you can chase the spy AND remove his ability to shock you, thus making it easier to chase him.  I'm thinking of this gadget like a gas mask.  You can activate and keep on the field until the battery runs out.

It seems plausible to me so far.