Nukes: EMP shockwave

We had a rather good discussion about energy neuts and stuff; also about the inability to disable running modules with anything else than ecm modules or ion warheads; i was expressing that energy drain or neutralizing effects are fine now, since they cannot inhibit running modules by themselves, but what about AoE effects?

What if nukes would however also trigger an EMP wave at explosion, with a given radius, which also gives a very short inhib effect (1 tick?) on surrounding ships (friend or foe), resulting in nukes becoming more useful at actual fights:

  • defensive nukes in front of an advancing team could stop their advance slightly, or disturb it, by turning modules off

  • offensive nukes sneaked into heavy balls of enemies could prepare for an attack

  • combined with other weapons it could have massive AoE implications and would enhance team combos

  • COs have to chose between their beloved rocket spam and placing nukes on the battlefield (nerf by buff)

  • It would be still easy to dodge the explosion, and inhibition is not as problematic if you turn on your modules fast again

What do you think?

I think the concept is great.  However, if I’m getting disabled by more ships than just ECM, I think I’ll rip my hair out.  Command missiles already take me by surprise.  Having to worry about every single nuke will be ridiculous.

well, i thought about that too. but at least you would know, that ceptor has no rockets for dogfighting; you already have to evade nukes anyway; so you would be aware of it more likely; it may also reduce the necessity for ecm spam a bit to counter guard frigballs, so all in all, maybe an increase of possible sources actually leads to reduced spam of them, instead decisive usage.

well, i thought about that too. but at least you would know, that ceptor has no rockets for dogfighting; you already have to evade nukes anyway; so you would be aware of it more likely; it may also reduce the necessity for ecm spam a bit to counter guard frigballs, so all in all, maybe an increase of possible sources actually leads to reduced spam of them, instead decisive usage.

 

I see your point, and it would be great if that actually happened.  However, I feel like ECM pilots already know they’re the king of disabling, and will laugh at others trying to use nukes to do the same thing.  Or maybe those who use nukes to disable will realize that ECM is way better for that task, and will change ship classes and fly ECM, effectively making the situation worse :wink:  I was joking for most of this post, but it’s plausible xD

I don’t think you would use nukes in the same way

I don’t think you would use nukes in the same way

 

You’re right; I’d throw mines down at the charging interceptor and then nuke him from 750 m away so he has no escape >:D

 

…or the opposite of that lol

I like it because I have yet to see a nuke destroy me or any other decent player.

I like it because I have yet to see a nuke destroy me or any other decent player.

Or even damage, for that matter. Unless I’m stunned.

Or even damage, for that matter. Unless I’m stunned.

I died to one once, then again, i was flying around a wall at the time in a ceptor, AND it was tillo that dropped it :wink:

I got killed by a nuke on a beacon once. Embarrassing times…

 

I like the idea of making nukes more interesting to use, however I do not want to make covert ops into a deadly ECM/damage dealer combo that could be game-breaking.

 

Nukes in real life do have an EMP effect though… Just saying :slight_smile:

 

I like the idea of making nukes more interesting to use, however I do not want to make covert ops into a deadly ECM/damage dealer combo that could be game-breaking.

 

 

WOULD  be.

I got killed by a nuke on a beacon once. Embarrassing times…

 

I like the idea of making nukes more interesting to use, however I do not want to make covert ops into a deadly ECM/damage dealer combo that could be game-breaking.

 

Nukes in real life do have an EMP effect though… Just saying :slight_smile:

 

 

WOULD  be.

Then again, reflecting on the distinct lack of hull slots for both Jericho and Fed covert ops, the lowest reload time for a nuke would probably be around a minute. Compare that to the Wakizashi AE, a good 4 seconds of keyboard and mouse unplugging goodness every 30 seconds.

also, it’s ticking and i was talking about a short inhibition effect, so no 10 second blackout, engine freeze or energy drain, while the attacker being supermobile and indestructible, just a humble reload of the modules if affected; which leads to human error, or stress if the attack after it is well timed.

 

I really don’t think, that is going to make COs into the new ecm. So back to could.

 

I killed ppl with nukes who are considered “really good”, there is no shame in warping into a ticking nuke. But yes, it is almost impossible to do anything useful with that thing, no wonder, every CO has rather 12 adorable cookies or at least 8 jars of strawberry jam.

+1

thanks for the input - forwarded to Devs

Though, nukes are only useful when no guards are around. For some reason, the largest, slowest, and most expensive single-shot, long-reloading missile in the game can be taken out by guards. :confused:

We have thought about something similar, but right now there are already complains about Interceptors being too powerful and we don’t want to give them more power.