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Old 2013-07-07, 08:48 PM   [Ignore Me] #36
Klypto
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Re: Post your upcoming Sunderer overhaul ideas here


I noticed a number of people posted ideas similar to this, but these are my thoughts on it:


Electronic CounterMeasures (ECM) module.

Mounted on Sunderers, the large ECM module when deployed in close proximity can be used to disrupt enemy communications and logistics or be used as a passive (but imperfect) defensive field against a several types of AT/AA weapons.

Deployed S-ECM sunderers can easily be identified by the large coils exposed on it's mid section. Active coils generate a slight distortion effect around them (similar to the distortion caused by shields in spawn rooms or vehicle bays).

Minimum deploy radius of 100 meters

Generates a 3 Layered field:
  • Outermost layer
    • 75 Meter radius - Max upgrade is 100m
    • Distorts the minimap and voice communications
  • Middle layer
    • 50 Meter radius - Max upgrade is 75m
    • Disables Minimap and Voice Coms.
    • Disrupts nanite based abilities and utilities
      • Repair Guns overheat 4x as fast
      • Medic Guns are 4x slower
      • AMS is disabled
      • Nanite Regen is disabled
      • Cloaking drains 4x faster
      • Heavy Shields drain 4x faster
      • ES-Tank abilities are disabled
      • Squad Deploy is disabled
      • Squad Beacons are disabled
  • Inner layer
    • 10 Meter radius - Max upgrade is 15m
    • Disables all nanite-based abilities and utilities
    • Terminals are disabled
    • Units within this area are hidden from radar
    • Base Turrets are disabled
    • Guidance systems are jammed.
      • Rockets and other guided projectiles will veer into random trajectories when entering the field. Although the trajectory may have been randomly changed, this does not guarantee that the projectile will not hit a nearby friendly unit or it's original target.

Obviously to prevent this from being OP or ruining the game experience it would need some tweaking.
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