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Posted: Tue Feb 24, 2009 4:28 pm
by HSharp
I'm pretty sure I have fragged a few nukes with just EMP's when an invading frig comes.

Oh and they definately have AoE because they can take out caltrops.

Posted: Tue Feb 24, 2009 4:41 pm
by factoid
Hi, two things about EMP.

1) They are AoE, but are only usefull vs minefields. Minefields don't care about damage type when taking explosions, however all missiles and whatnot are 'parts' and have a 0 modifier vs. EMP. That could be easily fixed however, allowing EMP to shoot down missiles, blow up treasure, etc...

2) EMP are uselss vs. capships. You can run the numbers yourselves, but the short answer is this. EMP does double damage to shields, no damage to hull. Dis does half damage to shields and capship hull. Therefore their damage outputs are roughly identical, except that capships have more hull than shields. Lastly, the mounting time of EMP doesn't justify bringing one and switching it out once the shields go down.

Basically, at any point in which you have enough ints to take down a capship, you don't gain any significant advantage by bringing EMP along. If EMP did half damage to capship hull and 0 damage to normal ship hull however, that might be a different story.

Posted: Tue Feb 24, 2009 4:51 pm
by Valiance
increase their effectiveness vs caltrops maybe?

as a more radical suggestion:

this idea will only work if the AoE takes effect regardless of whether the bullet hits anything.

if it does, heres my idea:

reduce RoF until it fires about the rate of one bullet every 3 seconds, make speed 0, increase AoE until it affects any craft within 500 metres or so, and make it instantly take down the shields of any ship except capships, and destroy prox/mp as well. if possible, give it a big, bright sprite that disorientates anyone who is in it. Also, make it use about half a rack of ammo so it must be used sparingly. plus, only mountable on the first gun slot.

This is a complete redesign and makes alot more like the traditional emp

Posted: Tue Feb 24, 2009 5:39 pm
by Vlymoxyd
I like allowing emp to shoot down missiles and dual emp on TTs/Htts.

I also think they should be stronger vs bases.

Posted: Tue Feb 24, 2009 6:27 pm
by Dorjan
I've used an emp to aid vs adv sup.. but thats just because I can't aim.

(it helps me)

Posted: Tue Feb 24, 2009 8:25 pm
by CronoDroid
Exp isn't meant to be strong against SY. They have EMP missiles, and that should be the end of it.

The only idea I see worthy of attention is giving TTs one or two EMP cannons and lots of energy so they can take down base shields within one bar of energy, it just takes much longer than using EMP missiles.

Posted: Tue Feb 24, 2009 8:46 pm
by Makida
They would still never be used, because they would just end up dying horribly, like HTTs that are eyed too early. Troop transports don't have turrets to defend themselves with. And if all the ints that fly in with it have to help it EMP down that last bar of base shields, that just makes things worse...

Posted: Tue Feb 24, 2009 9:36 pm
by CronoDroid
They only cost $1.

Posted: Tue Feb 24, 2009 10:27 pm
by Valiance
CronoDroid wrote:QUOTE (CronoDroid @ Feb 24 2009, 12:25 PM) Exp isn't meant to be strong against SY. They have EMP missiles, and that should be the end of it.

The only idea I see worthy of attention is giving TTs one or two EMP cannons and lots of energy so they can take down base shields within one bar of energy, it just takes much longer than using EMP missiles.
emp uses ammo

Posted: Tue Feb 24, 2009 11:41 pm
by Compellor
Hm, I never realized how useful EMP is at killing caltrops. You can do it with a single rack of ammo.