Feb 19, 2012 1:48 PM
Why do EMP's Punish Your Own Team?
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For some reason, EMP ruins killcams. The interface for checking out a person's perks as well as some other things are GONE while the enemy is under EMP.
Is this intentional? It seems counterintuitive to punish the non-EMP'd team.
Do you evne know what a QQ is?
Not to mention the stupid flash it does. I swear everytime an friendly EMP gets called in it is when I'm face to face with an enemy.
Yeah, I've had that happen a few times. I'd see an enemy and aim to pop, then *FLASH!!!!*, then I'm dead...
Lol I hate this, for some reason people seem to always time it to the perfect moment when I'm about to walk into a group of enemies or just turned a corner and I'm facing someone.
Why? I mean there's a patch system for a reason. If no one complained or reported problems with balance issues/glitches, then there would never be any patches unless the devs found the problems on their own.
I mean the flash is reasonable, but I play a tactical game when I'm playing dom and I like to know what perks people have.
Does the flash not affect the enemy? If not it should, to balance it out.
Yeah, the initial blinding flash when the EMP is detonated affects both teams. Dunno about not being able to see the other team's setup though. Haven't really paid much attention there.
I honestly think an EMP should be a double edge sword, i believe it should just negate activation of KS for the one minute period on both teams. It would be nice, i get tired of being on the recieving end of an EMP and having to shoot down various KS becuase the majority of the randoms i get teamed with are dumb as rocks and just keep running and getting murdered by enemy KS... they make me face palm.
Yeah, because it seems like noobs think launchers are a waste of time and want everything that can shoot and kill people.
Getting dropped into tons of games where such a noob team is losing 500 to 2000-3000+ and seeing a UAV(s), Attack Helicopter, AH-6, and Reaper flying around is proof of this...
I don't ever think there should be a way to sabotage your own team in core. Say some troll is on a really good team, a suicides to get an emp, then the team has a pave low, is in the process of calling in juggernaut armour, and has an assault drone on the ground. I don't think there should be a way to sabotage.
I think EMP is pretty well balanced as it is. One thing that is frustrating is that if you get a good killstreak you want to put toward challenges, and then someone detonates an EMP right before the end of the game. I'd like to see maybe half of a challenge done when you are left with a killstreak at the end of the game.
I think EMP should be shorter, blow up all enemy equipment that is currently placed on the map and maybe last for a couple of seconds. Too long as it is now
I always have a calss with assassin pro I can pull out if we get EMPd
I have been saying this for awhile. Reduce EMP duration to 15-30 seconds. It should only be used for taking out killstreaks not preventing them for a minute. It can be frustrating playing a team that is EMP chaining.
The EMP needs to be changed, it needs to be either A. Taken out of support (support needs to be removed anyways) B. assassin users are completely immune to emp(flash, and KS called in) C. Reduced to 20 seconds. Or D only 1 can be called in all game because as of now it's constantly being spammed thanks to little kids using the BS support strike package.
tryhardin wrote:
assassin users are completely immune to emp(flash, and KS called in)
Assassins still get flashed by the EMP and can not call in kill streaks. They just keep their HUD and radar.
No I'm saying it needs to e changed to where Assisi users are completely immune to an emp. As if now it is how you said which is null an overpowered
Oh I see, Assassin is powerful enough as is... I would be ok with moving this to Assault Strike Package or reducing duration severely.
You do realize that an EMP *SHOULD* give you the exact same effects as it does the enemy team, right? Be thankful for what it does.