To start out, as of now we have 4 projectile cyberlimbs (arms): bounce bomber, phosphor fury, trip mines and javelin. I am suggesting a consistent change to how the para "emp" interacts with these projectiles while they, themselves, enter the area of the pulsing "emp" effect.
Current Detonation and EMP interaction
Bounce Bomber - time-based or owner-triggered - No effect
Phosphor Fury Dart - hit detection then timed - No effect
Trip Mines - Laster hit detection - Immediate detonation
Javelin - Time-based or hit detection - No effect
Proposed Changes:
Javelins:
- If a launched javelin enters the EMP zone, it detonates immediately
- Aligns with Trip Mines behavior and establishes EMP as a counter to tracking projectiles
Bounce Bomber:
- Owners cannot manually detonate while the projectile is inside the EMP zone
- Projectile defaults to time-based detonation
- Prevents manual detonation spam within EMP
Phosphor Fury Dart:
- No change recommended due to complexity of hit and EMP overlap detection, and to maintain consistency
- Overtly complicated proposition
- Pfd does not explode if it interacts with an EMP zone, stuck person or teammates EMP zone, after it hit detection
- Does not align perfectly
Outcome:
- Establishes consistent EMP effects across all damage-based projectiles
- Empowers para as both offensive and defensive
- Provides soft nerfs to spam prone limbs without directly altering their core mechanics
This proposal aims to improve game consistency and balance by standardizing EMP interaction with damage based projectiles from cyberlimbs (arms)