Vehicles are too easy to EMP

The mixture of dynamo grenades and shockrifles makes EMPing vehicles too easy and possibly too common.

My suggested fix:

  • Remove vehicle EMP utility of Dynamo Grenades, they’re great as crowd control OR make them have to physically touch the vehicle when thrown.

  • Double the required shots to EMP with the shock rifle OR simply make it so the Shock Rifle just halves a vehicles speed instead of EMPing it.

  • Do either of these, and give the Plasma pistol its reason for existing back.

YES!
Seems like more or less every electric weapon will EMP, that’s too much.
But EMP on the PP is obligatory!

i agree OP. I got so tired of getting emp’d within seconds of using a vehicle during this last flight.

i also think the skewer is too easy to destroy vehicles with too.

I’m hoping no plasma pistol EMP is a bug because removing the EMP from the plasma pistol and shifting it to a hitscan sniper would be the strangest balancing decision I’ve ever seen.

i think the grenade should be thrown twice to emp the vehicle and the shock rifle take 3 shots instead of 2. The plasma pistol better be a bug because it was perfectly balance in the other games.

The dynamo grenades are really powerful, if you hit a vehicle that has the flag they’ll drop it even before it comes to a stop so the flag is actually much further back than the stopped vehicle.

> 2533274876991706;1:
> The mixture of dynamo grenades and shockrifles makes EMPing vehicles too easy and possibly too common.
>
> My suggested fix:
>
> - Remove vehicle EMP utility of Dynamo Grenades, they’re great as crowd control OR make them have to physically touch the vehicle when thrown.
>
> - Double the required shots to EMP with the shock rifle OR simply make it so the Shock Rifle just halves a vehicles speed instead of EMPing it.
>
> - Do either of these, and give the Plasma pistol its reason for existing back.

I reckon they should reduce the AOE for the dynamos little bit too strong imo and yes agree that they should make the shock rifle a 3 shot EMP instead of 2. Skewer is fine against vehicles as it is.

I dont know I feel like having this new damage type is pretty interesting… I dont think they should bring back the EMP on the plasma pistol though … in fact I like they way it is now even in 4v4 overcharging the plasma pistol for a shield drop is not guaranteed anymore you actually have to shoot it at them instead of just launching at an enemy’s general direction.

I think the shock weapons should do damage to the occupants and not the vehicle and give the plasma pistol back it’s emp ability.

  • I agree the Dynamo could be nerfed but I’d rather just reduce carry capacity to 1 and reduce the range/duration of it. Too powerful on infantry as well. - Yall’ forgot the Disruptor, wich is another weapon that does EMP to vehicles. 10 hits to hull, or 3 shots to driver/passenger. - The Plasma Pistol would have a reason to live if they nerfed the TTK on Commando, Sidekick and AR.

*Says vehicles are too easy to EMP
*Asks for EMP to come back to Plasma Pistol

Seems kind of contradictory. I’m all in for giving the Plasma Pistol the EMP effect, but wouldn’t that just contribute to more vehicles getting EMP’d? The Plasma Pistol is one of the most commonly spawned weapons on the map. With the Plasma Pistol, you can basically stunlock a vehicle because of how frequent you can Plasma Pistol overcharge.

I personally wouldn’t strip the Dynamo Grenade of its EMP effect nor make it require two grenades to EMP. It’s what makes the grenade unique from the other ones. If it needs a nerf, just make it where the vehicle needs to be shocked for a certain time by the Dynamo Grenade before it gets EMP’d. You can chuck two of them to make it EMP a vehicle faster, but one well-placed grenade or pinning the vehicle in the corner with a Repulsor so that the vehicle stays within range of the Dynamo Grenade for example would work too. Just make it more skillful to perform.

Same with the Shock Rifle. If it needs a nerf (I personally don’t feel like it does, but just theoretically), maybe 3 full bursts instead of 2 would be more balanced without making it entirely useless since its main functionality is for stunning vehicles. Or alternatively, make the 5-shot burst last a bit longer while keeping the same amount of shots to EMP. This means that you need to track your enemies better with each burst since its easier to miss 1 out of 5 shots in the burst. You can think of it similar to how they changed the Binary Rifle from Halo 4 to Halo 5 from single shot to a burst beam, where it can still one shot enemies but you need to track your enemies for the full burst this time. The same could apply to the Shock Rifle, this could give the vehicle a better chance of escaping and also adding a skill gap to the Shock Rifle.

> 2535436188730137;10:
> *Says vehicles are too easy to EMP
> *Asks for EMP to come back to Plasma Pistol
>
> Seems kind of contradictory. I’m all in for giving the Plasma Pistol the EMP effect, but wouldn’t that just contribute to more vehicles getting EMP’d? The Plasma Pistol is one of the most commonly spawned weapons on the map. With the Plasma Pistol, you can basically stunlock a vehicle because of how frequent you can Plasma Pistol overcharge.
>
> I personally wouldn’t strip the Dynamo Grenade of its EMP effect nor make it require two grenades to EMP. It’s what makes the grenade unique from the other ones. If it needs a nerf, just make it where the vehicle needs to be shocked for a certain time by the Dynamo Grenade before it gets EMP’d. You can chuck two of them to make it EMP a vehicle faster, but one well-placed grenade or pinning the vehicle in the corner with a Repulsor so that the vehicle stays within range of the Dynamo Grenade for example would work too. Just make it more skillful to perform.
>
> Same with the Shock Rifle. If it needs a nerf (I personally don’t feel like it does, but just theoretically), maybe 3 full bursts instead of 2 would be more balanced without making it entirely useless since its main functionality is for stunning vehicles. Or alternatively, make the 5-shot burst last a bit longer while keeping the same amount of shots to EMP. This means that you need to track your enemies better with each burst since its easier to miss 1 out of 5 shots in the burst. You can think of it similar to how they changed the Binary Rifle from Halo 4 to Halo 5 from single shot to a burst beam, where it can still one shot enemies but you need to track your enemies for the full burst this time. The same could apply to the Shock Rifle, this could give the vehicle a better chance of escaping and also adding a skill gap to the Shock Rifle.

Might be a hot take but I would probably make the shock weapons be more of a damage tool against vehicles than EMP tool, but also make it that there is only one shock weapon available on the map at a point of contention. Not saying to make the damage output akin to the Skewer, but like 3 shots from the shock rifle to wreck a fully untouched Warthog.

> 2535436188730137;10:
> *Says vehicles are too easy to EMP
> *Asks for EMP to come back to Plasma Pistol
>
> Seems kind of contradictory. I’m all in for giving the Plasma Pistol the EMP effect, but wouldn’t that just contribute to more vehicles getting EMP’d? The Plasma Pistol is one of the most commonly spawned weapons on the map. With the Plasma Pistol, you can basically stunlock a vehicle because of how frequent you can Plasma Pistol overcharge.
>
> I personally wouldn’t strip the Dynamo Grenade of its EMP effect nor make it require two grenades to EMP. It’s what makes the grenade unique from the other ones. If it needs a nerf, just make it where the vehicle needs to be shocked for a certain time by the Dynamo Grenade before it gets EMP’d. You can chuck two of them to make it EMP a vehicle faster, but one well-placed grenade or pinning the vehicle in the corner with a Repulsor so that the vehicle stays within range of the Dynamo Grenade for example would work too. Just make it more skillful to perform.
>
> Same with the Shock Rifle. If it needs a nerf (I personally don’t feel like it does, but just theoretically), maybe 3 full bursts instead of 2 would be more balanced without making it entirely useless since its main functionality is for stunning vehicles. Or alternatively, make the 5-shot burst last a bit longer while keeping the same amount of shots to EMP. This means that you need to track your enemies better with each burst since its easier to miss 1 out of 5 shots in the burst. You can think of it similar to how they changed the Binary Rifle from Halo 4 to Halo 5 from single shot to a burst beam, where it can still one shot enemies but you need to track your enemies for the full burst this time. The same could apply to the Shock Rifle, this could give the vehicle a better chance of escaping and also adding a skill gap to the Shock Rifle.

The problem with your suggestion for the Dynamo grenade, is that all that takes is multiple players throwing them to reach that stun time.

Having a player have to actually hit it, ala same as sticking it - requires more skill.

The plasms pistol spawns like, in two spots on fragmentation. Dynamo is 4x as common.

I agree. Y’all should @ an employee lol