Damage Pulse radius & Debuffs

    Winterhome

    Way gayer than originally thought.
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    Damage pulse is worthless in its current form except as a torpedo or ramming weapon system. Changing the config to make it more effective at debuffs (like Stop Pulse, Ion Pulse, EMP Pulse, etc) comes with the problem that anything less than 100% effect can still cause damage, which makes increasing the radius of Effect pulses extremely overpowered - a 99% effect with an increased radius means that you can just kill blocks en masse with a larger array, even if you reduce DPS per block of pulse to 1. If you reduce damage per block to 0, then none of the effects work, last I checked.

    What I want to see is a setup for the configs where a server owner can make EMP Pulse use a radius of 500 meters or something without risking lower percentages being used for instant kills.
     
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    • Legacy Citizen 2
    • Top Forum Contributor
    • Legacy Citizen
    So something like a 100 damage pulsar, when set to 100% stop, will do 500 stop "damage?"

    I've suggested giving a boost to full effect weapons before, but this would also go well with this.