EMP vs. Sentinel iOD

Should EMP's disable iOD?


  • Total voters
    19

Fixious

Test Lead
EMP's effect on iOD was a touchy subject from the beginning, and was eventually decided to let it disable iOD in the end. Since then not a whole lot of complaints have come up against the decision, but it has recently come under review again, especially since PUGs have picked up.

One of the more apparent aspects they currently have is during stand-offs. HoFs become essentially useless during them when flooded with EMPs, which result in fairly short standoffs. Previously stand-offs could last quite a while since HoFs could easily iOD to the flag when passing between his team's Stay at Home. That's not really the case anymore. Disabling iOD also makes blocking incoming cappers considerably harder as well, and almost removes the need for a dedicated clear.

So, should EMP's continue to disable iOD, or become immune?
 

Piggeh

Puzzlemaster
I think it would be silly, from a gameplay/design point of view, to have the EMP grenade not affect the Sent's iOD. With that in mind, during standoffs I feel like Sentinels just become obsolete. That said, the EMP nade cuts into the two main jobs of the Senti (iOD blocking and flag control w/ iOD), making it a large, immobile target during standoffs.

Perhaps Sentinels, with their heavy armor, aren't drastically affected by EMP nades? Maybe it only disables iOD for a shorter amount of time than it does for other classes? I think that makes sense from a design perspective while still maintaing the viability of EMP nades.
 

Poponfu

Lead Developer
Half would cut it from 2 seconds to 1. Just letting people know the values while you debate.
 

Jaymyster

Member
I'm personally in favor of the EMP nades having their intended effect on sents (no iOD) not only because it makes complete sense (and any iOD less than the current would be poopie imo), but because there are other methods to extend standoffs that are currently not being fully utilized like they could; regen core as the primary focus here.

I've seen Turret'something' use regen core very successfully in games by boosting to the capper in order to team-regen them for a healthier escort back home. I've also seen him diligently use team-regen at his own home base during standoffs as if it's his primary position during them. I can definitely see team-regen being a much needed counter-balance to the EMP nades' effect on iOD and more teammates should see it as a priority for them to choose regen core if they are staying at home during standoffs. Not only would this aid the sent by life increase, but it also creates new targets for the EMP nades that would hopefully take pressure off of the sent (at least temporarily).

I also want to bring up the fact that team-regen is no where near being fully utilized during our current standoffs as it could be, and it may eventually have the potential to become OP for them. Is there a current cap on how many team-regens may be used in succession in a time period? Can they currently be stacked?

Edit: Why I find this to be particularly relevant is because team-regen for players staying at home should be seen similarly as important as iOD to a HoF during standoffs, and the fact that it hasn't been used at all to its potential is what makes me reluctant to accept another change to extend standoffs (immune iOD). I feel that an immune iOD HoF with a team-regen-conscious defense, would be hell to take care of personally.
 
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Poponfu

Lead Developer
I also want to bring up the fact that regen core is no where near being fully utilized during our current standoffs and it may eventually have the potential to become OP for them. Is there a current cap on how many team-regens may be used in succession in a time period? Can they currently be stacked

I saw that guy too , he had some excellently timed heals.

No, there's no penalties on multiple right now. If there ever start to be 4 or 5 people doing it at home.. the people AOE healed will need some diminishing returns added. You gotta remember too though how hard that will be to time to go off one after the other / energy management while they are under attack. Might never see it.

I dont see regen really hitting at the issue fixi was talking about of EMP'd sents missing passes in standoffs. I guess maybe its not an issue after all reading some of this feedback though.
 
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Fixious

Test Lead
One idea I threw at Pop last night was only having the EMP disable iOD if it explodes behind a Sentinel, i.e. where the core is. If they're facing the explosion, the EMP will not affect them.
 

Jaymyster

Member
Interesting idea. Although nades are fairly spammable, I could also see sents then getting better at placing themselves in positions and/or angles where no one is behind them (thus adding another aspect to standoffs where HoFs might seek the outer regions of the base more, in order to remain safe from behind).
 

SNAKEOPS

Member
Sentinel is a really hard class to play, and HoF is imo the hardest position to play in pugs. EMP nade right now just makes Sent an undesirable class to play. I would normally go for EMP not affecting Sents at all, to make the class more appealing but I don't think that would receive a positive reaction in this thread at all. For now, the idea of making sent immune to EMP nades from the front sounds more likely and it is at least a step forward. I actually think EMP nades needs some more revision, makes LO's position too easy at the moment (Don't forget the Dodge core LOs have at their disposal). Like, reducing the effective range or throw range. Right now, LOs just have to be behind base in Frostbyte, max throw, and job's done.
 

Application-1

test bester
Another idea. What if a sentinel has 2 power sources? One electrical and another back up one that is protected from emp shizzle but very low on power.
So in-game it would be like you have 2 hotkeys to iOD. One that uses the main power source and one that uses the emp protected one. When not affected by emp both hotkeys work just like normal iOD would and share the same cooldown. But if hit by emp your normal hotkey does not work your other one does however. That one however is then depleted and need recharging for 10-15(?) seconds. So you can get one iOD out if need be while under the effects of emp. A emp after however would put you down.

This system could of course work with just 1 hotkey but to explain I used 2. Hope you understand my idea. I just though of it as a fun and crafty idea.

Still prefer this more: Make iOD go half the duration and half the acceleration when hit by a emp. If 2 seconds bring it to 90 then 1 second bring it to 45 and that sounds pretty fair. Idk if that are the actual numbers though.

EDIT: Wait that isnt right. The acceleration would be the same then. Okay keep the acceleration the same and make it shorter. *dance* math.
 
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Piggeh

Puzzlemaster
Half would cut it from 2 seconds to 1. Just letting people know the values while you debate.
I think disabling Sentinels for 1-1.2 seconds or so would be a reasonable change. Thanks for values!

It would require a little more timing on the part of LO/chase as spamming nades wouldn't be as effective.
 
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