#Consistent Interaction

1 messages · Page 1 of 1 (latest)

upbeat rapids
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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)

carmine wharf
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This would make Para overpowered, good thinking but there are too many defensive benefits. It would be abused as wide range shield where nothing offensive works as intended, yet also preventing the use of limbs when in its direct field of influence. Another limb could do this but not Para. Especially as it’s the only limb with an extra passive ability

upbeat rapids
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It could make para overpowered, but this suggestion was to make its interaction consistent with damage based projectiles

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The better alternative would be to remove its ability to explode trip mines, but I assumed they were leaning into para's emp ability to interact with damage based projectils

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thats why I suggested modifying the others to follow

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As of right now their is no mechanic in the game that prevents someone from bb spamming or javelin spamming players

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Modifying these limbs directly to stop the spamming will make them useless like they have been in the past. Attempting to modify how these limb's projectiles interact with para's EMP could keep their usefulness, and keep para a relevant limb. We have already seen an increase in para usage since bounce bombers buff and the introduction of kneestrike

dry zenith
# carmine wharf This would make Para overpowered, good thinking but there are too many defensiv...

thats only because your using it to counter items that should not be as strong as they are. what @upbeat rapids has described is exactly how the limb should function. Instead of rejecting the proposal because it would make para overpowered. Consider instead balancing other cyberlimbs to effectively work with the change. For example, maybe the grid shield back pack could be rebalanced (should have been done months ago) to provide a level of protection against paralyzer?

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besides. Its not a perfect counter to javs or BBs. It only works if your on the ground. Mid air javs will still work just fine.

carmine wharf
upbeat rapids
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Ya voiding the locked target tracking instead makes sense, and sounds even better. Although we should then make the EMP disable trip mine detonation. Not trigger their detonation

carmine wharf
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That works, or allowing for friendly activation, like if they walk on there own mines

dry zenith
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javs don't need to be nerfed. The movement techs that used to let you get away from them need to come back and be buffed

upbeat rapids
carmine wharf
upbeat rapids
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20s jav recharge vs para 14 or 15s EMP with 40 recharge

carmine wharf
upbeat rapids
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Plus this idea keeps it consistent. Instead of altering an aspect of each system in way that causes a detonation trigger. We alter an aspect that aids it post launch

dry zenith
carmine wharf
dry zenith