SierraKomodo Posted June 18, 2016 Share Posted June 18, 2016 I really shouldn't have to explain why. It's BS that ERT only has something that gets completely gimped by EMP/ion weapons while nuke, heist, merc, etc etc can have any kind of space suit they want and not worry about it. Link to comment
Carver Posted June 18, 2016 Share Posted June 18, 2016 ERT having a clear counter isn't a bad thing, necessarily. If you lack said tool then ERT is almost unstoppable since their armour is high-end, and their weapons are as well. They're the round-ending force of the station utilizing the NanoTrasen flavour of lots of high-value top-of-the-line energy-based technology. Because why would NT equip their best with anything less? The antagonists are meant to have flexibility due to their skirmishing natures, but they also have a lack of any real allies and a much more limited supply of the more powerful tools, such as only one hardsuit for Nukies and very few decent ranged weapons for Heisters. Antagonists are built around countering the station's forces via underhanded tactics, and you being EMPed is just one of those. Link to comment
canon35 Posted June 18, 2016 Share Posted June 18, 2016 I don't normally have a issue with EMPs as ERT. One blast tends to take around 2000 for me. Not sure what battery ERT uses , but they can change them out if needed. Link to comment
SierraKomodo Posted June 19, 2016 Author Share Posted June 19, 2016 We had a 3 man ERT respond to a full team of heisters earlier today. One was an engineer that went to engineering, the other two were entering the bridge and got EMP'd through two walls, and subsequently shot to shit by a guy in a void suit. Link to comment
canon35 Posted June 19, 2016 Share Posted June 19, 2016 Could have taken more than one blast. I usually only get hit by one and it's usually not enough to take down the suit. Now as I was saying before, I think there's 2 solutions to this. A, we give them voidsuits that probably won't get used much. Or B, we give them larger batteries for their hardsuits. Link to comment
LordFowl Posted June 19, 2016 Share Posted June 19, 2016 ERT already have combat vests and the like. If your hardsuit gets EMP'd then you can rely on that. Link to comment
Carver Posted June 19, 2016 Share Posted June 19, 2016 Could have taken more than one blast. I usually only get hit by one and it's usually not enough to take down the suit. Now as I was saying before, I think there's 2 solutions to this. A, we give them voidsuits that probably won't get used much. Or B, we give them larger batteries for their hardsuits. Larger battery thing is a terrible idea due to the existence of mounted energy guns/laser cannons for them. Link to comment
Nanako Posted June 19, 2016 Share Posted June 19, 2016 ERT having a clear counter isn't a bad thing, necessarily. sure, if there were a specialised counter. EMP counters everything. the only time EMPs are not immensely useful if if you're mechanical. Otherwise, EMP is useful in every scenario against most types of weapons, reconnaisance, communications and defenses having something be vulnerable to EMP is not a good mechanic, because everything else already is Link to comment
SierraKomodo Posted June 19, 2016 Author Share Posted June 19, 2016 ERT already have combat vests and the like. If your hardsuit gets EMP'd then you can rely on that. Combat vests are useless in a depressurized area or in space. Link to comment
LordFowl Posted June 19, 2016 Share Posted June 19, 2016 Yes, but what you're asking for is armour with a downside. That's what the combat vests are. If an ERT gets emp'd, then they can't go into space until they fix it. That's that. Alternatively, they could commandeer some station voidsuits. Link to comment
Alberyk Posted June 19, 2016 Share Posted June 19, 2016 having something be vulnerable to EMP is not a good mechanic, because everything else already is EMP will not stop smgs and assault carbines, which the ert has access to. Link to comment
SierraKomodo Posted June 20, 2016 Author Share Posted June 20, 2016 Yes, but what you're asking for is armour with a downside. That's what the combat vests are. If an ERT gets emp'd, then they can't go into space until they fix it. That's that. Alternatively, they could commandeer some station voidsuits. This is basically saying 'Lets let merc and heist have a clear, distinct advantage over ERT, because they get void suits that are unaffected by EMP so they can still go into space while ERT can't' Everytime I've played ERT I've been completely gimped by an EMP then killed. Link to comment
LordFowl Posted June 20, 2016 Share Posted June 20, 2016 Yes, merc and heist have a clear advantage over ERT in that they innately have voidsuits. ERT has a clear advantage of merc and heist in that they have a fuckton of powerful guns, innumerable medical supplies, advanced hardware for their suits, and mechs of both combat and utility, not to mention the support of most if not all of the station, including the parts that are able to give them a voidsuit if theirs is lost forever for some reason. Link to comment
ChevalierMalFet Posted June 20, 2016 Share Posted June 20, 2016 I think if the heisters can crack open the ERT, more power to them. After all, the heisters are the attacking party; they have the advantage of planning and preparation. Besides, the defenders do have a massive advantage, in the form of numbers; the station can put a lot of guns in a lot of hands, or otherwise manage their logistics better. Link to comment
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