…just learned an EMP grenade will slow down the countdown on an HE charge, so you have more time to disarm.
Must have missed that one previously.
…just learned an EMP grenade will slow down the countdown on an HE charge, so you have more time to disarm.
Must have missed that one previously.
Don’t think it had been mentioned prior. Ed just slipped it out during an interview 
Don’t think it had been mentioned prior. Ed just slipped it out during an interview
Best bit of the interview!:icarus:
[QUOTE=Cankor;259194]…just learned an EMP grenade will slow down the countdown on an HE charge, so you have more time to disarm.
Must have missed that one previously.[/QUOTE]
Could you point me to the source, I haven’t read much on Brink for the past few weeks.
[QUOTE=Cankor;259194]…just learned an EMP grenade will slow down the countdown on an HE charge, so you have more time to disarm.
Must have missed that one previously.[/QUOTE]
There’s also this:
[QUOTE=Humate;259157]Goggle translate isnt much better. : /
Basically Rahdo explains how one can get away with not being able to aim, if they use their brain.
He gives an example of how in a playtest, he EMPed a turret near his spawn, attached a remote control device onto it - and then used it against the enemy. The rest of the answers were console centric, so I didnt really read them.[/QUOTE]
So they can be used on turrets and charges.
Well the EMP on turrets was obvious, but yeah, EMPing charges is a stroke of brilliance.
I’m wondering if this will give the defenders even more of an upper-hand. Defenders generally get the closer spawn, and 40 seconds is long as it is to allow them to disable a charge… extending that even longer seems it could give a little bias towards the defenders.
Diminishing returns would sound fair. But I don’t think that’s even necessary. There’s a big cooldown on grenades (30 seconds was it?) so if the EMP slowed down the charge with 4 seconds, then the entire team would have to be an operative and taking turns at throwing grenades at the charge.
Now I think of it, that should be an achievement.
EMP’s are an operative skill right? I recon that would give them some more validity for defending and would make less players feel compelled to turn medic or engineer when things start to get harsh.
I have to say I’m already biased towards the defenders as full-holds are simply more enjoyable to play than steam-rolls. But that’s just a personal taste.
It sounds cool. Defenders who would normally play engie could possibly get away with playing operative until the plant goes down. The operative could empty all his emp nades out on the charge and it might buy him enough time to respawn as an engie to defuse.
Its gonna be awesome to see how stuff like this is used in all kinds of situations!
Yep, the EMP grenade is in large part to give Operatives some sexiness when it comes to defending. Multiple EMPs have no effect on anything though, you’d have to chain them to take teamplay advantage of the mechanic. We can tweak how much objectives get slowed by EMPs.
There’s a cool down on throwing grenades, to offset this, your grenades are limitless.
And the more operatives you commit to this, the less engineers (and medics supporting them) to actually disarm the thing.
Does shooting an EMP grenade before it explodes make the thing invalid? Would be a great way to defend charges.
The grenade shooting ability actually only lets you shoot your own frag grenades. We experimented with other options, but they made the ability far too powerful.
I supposed that capturing an enemy command post under the effects of an EMP grenade will take longer to capture.
wooooh, this game and its possibilities to influence a single match get more and moar intriguing…
I think that is dealt with by other means - Operatives can firewall CP’s, to make capturing them harder for the enemy team.
Would be hilarious if it was both. You start hacking and notice it firewalled then suddenly an EMP grenades flies out and hits it. Good luck hacking it now.