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So, Lancake and I were discussing this in the chat room after the subject of Push Pulse and Skoomdrones came up. I really miss the ability to lock down ships, but skoomdrones were OP as shit, aye?
EMP kinda should fill that vacuum.
The damage numbers are just about perfect as they are right now, and don't need to be changed in the least. What DOES need to change is how it effects a ship when it hits 0 power. DPS based EMP guns are still superior, because alpha EMP weapons pretty much don't do anything to a ship worthwhile. EMP is only worth it if you can actually prevent an enemy from firing their weapons, as it stands, and alpha suffers greatly from the simple fact that almost every ship can regenerate power fast enough to fire anyway. EMP based DPS weapons drain the regen pool, effectively, so they work as intended and allow the enemy to run themselves out of power on their own.
My idea: EMP damage can overflow past 0, into the negatives, but does no extra damage to a ship's power supply if it's already at 0 or lower. This separates out Alpha based "Crippler" EMP weapons from steady DPS debuff cannons. Perhaps the limit for negative power should be the total power capacity of the ship?
EMP kinda should fill that vacuum.
The damage numbers are just about perfect as they are right now, and don't need to be changed in the least. What DOES need to change is how it effects a ship when it hits 0 power. DPS based EMP guns are still superior, because alpha EMP weapons pretty much don't do anything to a ship worthwhile. EMP is only worth it if you can actually prevent an enemy from firing their weapons, as it stands, and alpha suffers greatly from the simple fact that almost every ship can regenerate power fast enough to fire anyway. EMP based DPS weapons drain the regen pool, effectively, so they work as intended and allow the enemy to run themselves out of power on their own.
My idea: EMP damage can overflow past 0, into the negatives, but does no extra damage to a ship's power supply if it's already at 0 or lower. This separates out Alpha based "Crippler" EMP weapons from steady DPS debuff cannons. Perhaps the limit for negative power should be the total power capacity of the ship?
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