Abilities for mercs: EMI, traps, shock/stun.


(SlyFirefly) #1

Good day!
What new can be added into gameplay? What kind of abilities for new (or old) mercs could diversify the game?

I suppose EMI or something like that could be very useful in some situation. For example, you need to push forward through some narrow passage. Enemies use Bushwhacker’s turret, Proxy’s mines and Turtle’s shield. Yes, we know that Thunder’s concussion grenade can stop enemies and turrets. EMI - different thing, it does no harm to mercs but, probably, it could deactivate such devices as turrets, mines, shields etc.

Also somebody could have mantraps to deal damage and stop careless enemy. If we speak about some stunning abilities, we can add an electroshock or something like that. Probably, it could be good ability for suppositive healer who need defend itself.

What do you think about potential of EMI? Which stunning abilties can come in handy?


(Mr-Penguin) #2

I think you mean EMP- and yes, Thunder’s concs used to do that. Then SD removed the EMP from his nades and put them on Phantom’s cloak. Does exactly as you describe.

I’m not a huge fan of hard CC (crowd control) like knockbacks or stuns in DB. Those break the pace of the game and swing fights way in the favor of the user of said ability.


(Naonna) #3

for seeing the complaints on crowd control, compare Thunder’s reception to Fragger’s. People were mildly annoyed at being insta-gibbed with full power double-nade Fragger. People cried even more when they were blinded, slowed, and had their mouse sensitivity messed with from Thunder’s concussion nade.

Sometimes, having control of your character being taken away is WORSE than just outright dying.