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Posted: Tue Feb 24, 2009 5:47 am
by Andon
The general consensus of
this thread was that EMP cannons needed something to perk them to make them not quite so useless. This shall be the thread for discussing what EMP cannons should be capable of doing.
Posted: Tue Feb 24, 2009 5:49 am
by DasSmiter
They should cause a minor version of the ram damage effect, and maybe equip 2 on a regular TT to make it useful.
Posted: Tue Feb 24, 2009 7:42 am
by WhiskeyGhost
they should be effective against missiles

Posted: Tue Feb 24, 2009 8:12 am
by Makida
Shooting them at an aleph for long enough should cause it to destabilize! (Giving the ints a few seconds to boost away). So you can use the equivalent of "aleph res" without needing to waste money on heavy bombers if you're going exp.

Posted: Tue Feb 24, 2009 8:37 am
by CronoDroid
They should be removed. And in their place, Minigun 4 will be created.
Posted: Tue Feb 24, 2009 9:39 am
by Raveen
Reduce mini efectiveness against miner shields to force ints to use EMP vs shields and mini against the hull.
Or just accept that EMP is an anti cap weapon like Dis.
Posted: Tue Feb 24, 2009 12:08 pm
by TurkeyXIII
-Non-zero damage modifier versus 'parts' AC.
-Increased rate of fire.
Posted: Tue Feb 24, 2009 2:56 pm
by Sushi
Make them as useful as disruptor. In otherwords, add AOE and damage vs parts.
EDIT: Unless they already have AOE. Since I've almost never used them, I'm not sure.

Posted: Tue Feb 24, 2009 3:02 pm
by HSharp
They have AoE, they can shoot down missiles.
Posted: Tue Feb 24, 2009 3:31 pm
by Adept
HSharp wrote:QUOTE (HSharp @ Feb 24 2009, 05:02 PM) They have AoE, they can shoot down missiles.
You sure about that HSharp? I tested this with Wizard on sunday, and a heavy with 3 emps couldn't shoot down an AB. Not even under absolutely perfect conditions (shooting AB at max range at the heavy, which was already firing his emps at the bomber).