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View Poll Results: Do you agree with this change?
Yes. 11 68.75%
No. 3 18.75%
Yes - Concussion should also be blocked by shields though. 2 12.50%
Voters: 16. You may not vote on this poll

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Old April 21st, 2012, 08:39 PM
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Errr, they are both unique in their own way.

The first section 8 was about weapons and ranges.
Prejudice is almost only about different weapon mods.

One of the things i like the most about the game are the many diferent weapons with different effects / pros / cons. Certain other games might have countless machineguns to choose from for example but they all do pretty much the same except for one or two that are definetely better than the others due to raw damage (in prejudice you also got many useless weapon mods, but most of them are useful depending on the situation).
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Old April 21st, 2012, 11:13 PM
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Quote:
Originally Posted by SpartanEGO View Post
Errr, they are both unique in their own way.

The first section 8 was about weapons and ranges.
Prejudice is almost only about different weapon mods.

One of the things i like the most about the game are the many diferent weapons with different effects / pros / cons. Certain other games might have countless machineguns to choose from for example but they all do pretty much the same except for one or two that are definetely better than the others due to raw damage (in prejudice you also got many useless weapon mods, but most of them are useful depending on the situation).
And in the current state of some of these modules, it out classes the other variants in almost every way. EMP/Incendiary could use a tweak, what ever it may be.
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Old April 22nd, 2012, 09:25 AM
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Here is a way to counter EMP/Incendiary combo users:

1. Stay light on your feet and move everywhere. People using the EMP Pulse cannon can't hit you in the air unless they are very skilled at leading a target. If you stay in the air, the napalm pools won't effect you. If you have players using the napalm pools and putting them everywhere then go with ablative layering and avoid the FIRE. With ablative layering, it takes longer to put your character on fire and even if they are on fire, you won't take as much damage.

2. Kill and own the person repeatedly until they get the message that the combo won't work on you. (like how desolis did to me in one game)

3. NOT CAMPING! EMP/incendiary users can easily hit a still target and can surround you in fire.
-always be alert and move around

4. Use a combo that kills faster than theirs(goes for any class)

5. If the person you're after is a hider(aka, always is on the opposite side of you), use detpacks because it damages the enemy no matter if you are facing them directly or not. Two different things can happen:

-the enemy will actually retaliate and try to fight you(usually you end up killing him because his shields are usually down) (this happens less often)

-the enemy will continue playing the hiding game and detpacks will kill him (this happens most often)

That is how you can counter them. NOW GO DOMINATE THEM
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Old May 5th, 2012, 12:02 AM
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I definitely think that incendiary DoT should not affect shields. Incendiary rounds should do their base damage to shields and add the DoT damage only to armor.

As for EMP, I would like to combine ideas and make EMP stop capacitor recharge for a period of time while shields are up (say for 8 seconds after the last hit), then when shields are down, make each shot drain 20% (exact amount to be tweaked) of the capacitors. This way EMP immediately has some effect, but it gives opponents time to use their remaining capacitor energy to get away while giving nearby teammates a window of opportunity for a kill even if the opponent escaped the EMP user. It rewards teamwork in effect. Then it also reduces the EMP effect on capacitors once shields are down.
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Old May 5th, 2012, 12:10 PM
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Quote:
Originally Posted by SpartanEGO View Post
Errr, they are both unique in their own way.

The first section 8 was about weapons and ranges.
Prejudice is almost only about different weapon mods.

One of the things i like the most about the game are the many diferent weapons with different effects / pros / cons. Certain other games might have countless machineguns to choose from for example but they all do pretty much the same except for one or two that are definetely better than the others due to raw damage (in prejudice you also got many useless weapon mods, but most of them are useful depending on the situation).
Agreed but a little too much is given to incindary and EMP effects. To be honest I hardly use either because Rail sniper rifle rounds and extended mag pistols are just too fun to pass up for my loadouts but if I really wanted to focus on min-maxing myself I'd probably pick up a mindless combo just like everyone else because what variety there is it's still pushed aside by the small imbalances in two key mods.

If I were developing Prejuidce I would have cut out the EMP effects and just made it a strong Anti-shield weapon, with Concussion rounds focusing on handicapping affected players. Likewise incindary rounds would have been a strong anti-armor weapon but without additional effects. Slug rounds then would have been given an effect to put them on par with Concussion rounds. This way a combo between EMP and Inc rounds would have an overall advantage in terms of damage capability but they would lack the bonuses that the other, more versitile but less powerful, mods have to offer.

But as for a change now limiting the EMP and burn effects to health only would probably be the best way to go. It's a step in the right direction, IMO, and it doesn't radically affect anyone's loadout.
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Last edited by Matu Flp Krawfe; May 5th, 2012 at 12:20 PM.
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Old May 5th, 2012, 12:29 PM
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I voted no as well.



As far as Incendiary damage on shields, I agree there, as it really makes no sense to have a burning shield.


As for EMP...
If you really were to think logically on this, you would find that this suggestion is not helpful nor an improvement at all. EMP Rounds are not overpowered as it is; the EMP is balanced when compared to all the other mods.

All this would accomplish would be turning more people away from EMP as using the EMP then another weapon for the followup method would be worthless and would take less time.

Besides, how would this work with Machine Guns? If this were to come into play it would basically force you to take 3/4 of their health away before your effects came into play and it became logical to switch to the followup weapon. It would be faster to just take an entire kill with the EMP if these changes were applied, and I doubt many of you would like that.

Not even mentioning the fact that this messes up the few logistics with EMP. EMP invades shields, not armor. So, why would its effects take place only when it touched armor?


I see nothing overpowered about EMP as it is and thus no reason to apply this suggestion.
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Old May 6th, 2012, 11:30 AM
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I think another reasonable suggestion would be to have each shot do 25-33% drain instead of 50% and instead of the slow drain make it near instant, or at least faster.

This would have no effect on bikes though, unless it would be possible to have the EMP effect proc after 50% of your shields are down, that way the MG wouldn't be as useless as everyone is starting to claim. That way Pulse cannon/Tagger/Grenade users would still need two shots to emp unless their target is already wounded below 50%. And to be clear it wouldn't proc if the damage puts them below 50%, only if that hit occurs after your at 50%
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Old May 6th, 2012, 05:35 PM
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Quote:
Originally Posted by desolis View Post
I think another reasonable suggestion would be to have each shot do 25-33% drain instead of 50% and instead of the slow drain make it near instant, or at least faster.

This would have no effect on bikes though, unless it would be possible to have the EMP effect proc after 50% of your shields are down, that way the MG wouldn't be as useless as everyone is starting to claim. That way Pulse cannon/Tagger/Grenade users would still need two shots to emp unless their target is already wounded below 50%. And to be clear it wouldn't proc if the damage puts them below 50%, only if that hit occurs after your at 50%

I fail to see how an EMP MG would be considered useless with my proposed changes. Have you ever faced someone who can aim properly who has a +bullet damage build using an EMP MG? It will still tear through your armor like paper. Karkashavatar is one such person who uses this, and often I'm unable to counter it without thinking ahead.
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Last edited by Rossinna-Sama; May 6th, 2012 at 06:26 PM.
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Old May 6th, 2012, 06:20 PM
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Quote:
Originally Posted by Rossinna View Post

I fail to see how an EMP MG would be considered useless with my proposed changes. Have you ever faced someone who can aim properly who has a +bullet damage built using an EMP MG? It will still tear through your armor like paper Karkashavatar is one such person who uses this, and often I'm unable to counter it without thinking ahead.
I feel the same way, but apparently no one else can see that.
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Old May 9th, 2012, 08:00 AM
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Quote:
Originally Posted by desolis View Post
I feel the same way, but apparently no one else can see that.
I use the EMP MG and it's a pretty good weapon.
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Old May 13th, 2012, 02:04 AM
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EMP is terrible for this game. Because of its effects there is no way to fix it besides take it out. You can pin an enemy to the ground and never really have to kill them, just watch them run circles and jump trying to get away. It's sad because its the best defense against it. And really, the only thing your doing while running circles and jumping is trying to get away from a fire grenade or a missile launcher. There is no reason to have it unless all imagination has run out.
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