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ECM Effect for JGR's Overdrive


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-What is an ECM? 

 

An electronic countermeasure is an electrical or electronic device designed to trick or deceive radar, sonar or other detection systems, like infrared or lasers. It may be used defensively to deny targeting information to an enemy.

 

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-What would it do for Juggernaut Overdrive?

 

When a striker is firing single-shot rockets at Juggernaut or an entire salvo is flying towards the Juggernaut, using overdrive's ECM will deflect all incoming rockets by sweeping them to the side, out of its way. If a striker is in the progress of locking-on, then Juggernaut uses overdrive, the ECM would cancel-out the strikers lock-on, forcing it to start the progress over again.

 

It ain't much but it'll help.

Edited by Aigaion
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Valid

 

Good idea, but I feel like it would be complicated to program and therefore isn't worth the effort. Besides, the current Juggernaut OD already works like this at close range - if a striker next to you is about to fire a salvo (or is firing it already), you activate OD and he gets thrown away, with the rockets flying all over the place.

 

A simpler solution to help deal with Striker salvos would be to give Juggernaut 1 or 2 seconds of invincibility right after OD is activated.

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Valid

 

Good idea, but I feel like it would be complicated to program and therefore isn't worth the effort. Besides, the current Juggernaut OD already works like this at close range - if a striker next to you is about to fire a salvo (or is firing it already), you activate OD and he gets thrown away, with the rockets flying all over the place.

 

A simpler solution to help deal with Striker salvos would be to give Juggernaut 1 or 2 seconds of invincibility right after OD is activated.

true, but strikers normally (at least I do) lock on from out of range, and I did change it so it would sweep ALL incoming rockets out of its way, including single-shots. I like your idea of an OP force field but, meh, I think this is cooler, and plus it wouldn't disrupt a striker that's in progress of locking on.

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Also make juggernaut unfreezable and unburnable for 10 to 15 seconds after activating OD.

 

And while we're at it, it's OD should fully restore its HP not just part of it.

so, Thermal Restoration, Auto Heal Nanomass Reactor, and ECM, like it  :lol:  

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juggernaut has speed faster than wasp and weight and size more than mammoth so how about just make it's overdrive have the augumented effect of all 7 hulls at once added to it's existing one?

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juggernaut has speed faster than wasp and weight and size more than mammoth so how about just make it's overdrive have the augumented effect of all 7 hulls at once added to it's existing one?

you know I've been thinking about that but I think that'll cause way too much lag, like immortality, a forcefield, radar, boosted supplies, boosted firing rate, EMP effect etc.

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you know I've been thinking about that but I think that'll cause way too much lag, like immortality, a forcefield, radar, boosted supplies, boosted firing rate, EMP effect etc.

I'm pretty sure they'll be prepared for that.. because all 7 overdrives being activated at once is gonna happen when a gold drops anyway

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I like how this is no longer necessary since Strikers completely disappeared from JGR as soon as overdrives were added.

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