Pilot Archive
Thread: Pondering a new implementation of E-pulse
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broncoblitz
Sat Oct 01, 2005 8:37 pm
#1
So I've been thinking about a better implementation of e-pulse in a PVP environment, when something popped into my head. What if e-pulse became a droid neutralizer. Say e-pulse 1 randomly resets one droid command on the enemy ship, e-pulse 2 resets 2, and epulse 3 resets 3.
This could be counteracted by putting a lag on the recharge of the capacitor of your ship, since your really straining its circuitry to produce the electromagnetic pulse. The random nature, would really fit well with the feel of being a privateer. Kind of the "I hope this works" vibe.
I know this would never happen, but i think it would be a more interesting, and more balanced method of what could really be a unique special.
Kryxal
Sat Oct 01, 2005 9:39 pm
#2
If you do that, I could see /epulse2 becoming REALLY big ... you take out a pair of droid commands, probably getting either EO3/4 or WO3/4, at the cost of your cap charge only.
Attacca
Sat Oct 01, 2005 9:46 pm
#3
I dunno - I'd rather see a warning and keep the mess we have now. Say you knock out RO - there goes most of your opponent's systems. Or knock out the EO - your opponent looses manueverability. Either of those programs will be pretty close to signaling a win for the Freelance pilot.
ShaiLyn
Sat Oct 01, 2005 11:07 pm
#4
It just needs to be removed from the game. I'm almost ashamed to be a freelance pilot with that in my arsenal. If such an "I win" button is going to remain in the game, it needs to be given to everybody.
Golrok
Sun Oct 02, 2005 2:36 am
#5
what is the tier on the bomber strike and how many bombers does it call?
KaylBreinhar
Sun Oct 02, 2005 3:35 am
#6
xx2x gives five, xx3x gives ten, and Ace gives 15.
In Kessel they're T5s, but strangely enough in Kashyyykian space they're T4s.
In Kessel they're T5s, but strangely enough in Kashyyykian space they're T4s.
thegame350
Sun Oct 02, 2005 4:57 am
#7
Am I missing something about Epulse3? I have used it many times against enemy NPC's sometimes while no more then 75m from them and it does minimal damage to thier shields at best while completely draining mine. I guess I am not using it correctly or something. What am I doing wrong?
KaylBreinhar
Sun Oct 02, 2005 5:54 am
#8
NPCs most definitely have incredible shields...with crappy regen rates. I mean, think about it - you have to shoot a T4/T5 fighter several times before you take it out, whilst it takes FAR less to take out a player.
The only explanation is that the NPCs have extremely heavily armored chassis, components, and thick shielding capable of taking the damage /epulse3 gives out, whilst the suspected 1.00/1.00 punch from CO4ed capacitors and 1900-2500+ shields is enough to knock out players.
The only explanation is that the NPCs have extremely heavily armored chassis, components, and thick shielding capable of taking the damage /epulse3 gives out, whilst the suspected 1.00/1.00 punch from CO4ed capacitors and 1900-2500+ shields is enough to knock out players.
Attacca
Sun Oct 02, 2005 8:31 am
#9
Not that I wouldn't be willing to get rid of BStrike to eliminate the Epluse issue, but they're not exactly comparable. In fact, I doubt if most Aces ever use it once they pass mission content. I've used it once in PvP, and that was more of a joke (had an NPC targeted on the other side of the oncoming players). If you want to compare powerful skills, compare BStrike to IFFScramble, a skill I'd love to have.
Spacey
Sun Oct 02, 2005 11:46 am
#10
I like the idea about Epulse, in PVP, only doing Shield damage. It kind of makes sense, the shields absorb the EM pulse - and if the Epulse is bigger than your shields, go with some .1 - .3 efficiency... That would actually work I think.
Great Idea!
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Paladon
Sun Oct 02, 2005 12:18 pm
#11
ShaiLyn wrote:
It just needs to be removed from the game.
Bomberstrike needs to be removed, too.
KaylBreinhar
Sun Oct 02, 2005 12:29 pm
#12
...
Remove bstrike and you create more whining. It's not like it can be used in PvP...at least directly.
They merely need to keep the shield damage but reduce the armor/component damage to .100 eff.
Remove bstrike and you create more whining. It's not like it can be used in PvP...at least directly.
They merely need to keep the shield damage but reduce the armor/component damage to .100 eff.
Message Edited by KaylBreinhar on 10-02-2005 03:32 AM
Paladon
Sun Oct 02, 2005 3:12 pm
#13
KaylBreinhar wrote:
NPCs most definitely have incredible shields...with crappy regen rates. I mean, think about it - you have to shoot a T4/T5 fighter several times before you take it out, whilst it takes FAR less to take out a player.
The only explanation is that the NPCs have extremely heavily armored chassis, components, and thick shielding capable of taking the damage /epulse3 gives out, whilst the suspected 1.00/1.00 punch from CO4ed capacitors and 1900-2500+ shields is enough to knock out players.
Well, to put it(paraphrased) as Darth_Platypus has, how about BOOSTING what's lackinginstead of nerfing what's extremely overpowered, which is SUPPOSEDLY always preferred:
Give PLAYERS the potential shield power that they've been missing out on all this time but NPC's take for granted(wasn't anyone but me wondering hth Pre-RotW High Tier Scyks were fitting such heavy shields onboard with only 12k mass? To say nothing of their engines and weapons). Even the POB shield changes won't give player ships anything comparable with Gunboat shields or armor. They could combine this with a long needed modifier for how heavy a ship is(mass seems to have gone out the window as a possible factor for that, with the RotW ships), increasing the defense on a heavyship like the B-wing and removing the defenses from thesmallest ships.
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