I think EMP-grenades are overpowered and I'd like to hear your opinion on my points.
1. Large radius, no "hidden" mines possible
EMP Grenades disarm mines in a very large radius, making it impossible to prevent enemy infantry from entering the building (which is the primary use-case of mines, right?).
Even "hidden" mines behind corners are disabled, due to the very large area affected.
This effectively makes mines useless against EMP-Grenade-Infantry or any group of infantry that contains at least one of these.
2. Barracks/Hand of Nod is much more important
Basic infantry can not simply disable the mines. So losing advanced infantry not only gives your team weak infantry-weaponry,
but also diminishes your chances of infiltrating the enemy base due to the lack of EMP-Grenades.
On the other hand, the enemy can rush your buildings, eliminating your remaining Advanced Engineers/Hotwires with ease, as they can freely walk in.
3. No Teamplay required
Unlike original Renegade, you do not need any kind of teamplay (an engineer and other high-level combat units) to successfully clear an enemy building.
A LCG/Sydney/... can do all the stuff alone. Throw an EMP-Grenade, rush the building, kill everybody. Often there are only a few engineers in the building, having absolutely no chance against a Sydney/LCG/etc.
4. No Sneaking required
No need to stay alert and being "unarmed" while disarming mines, like an engineer does - all you have to do is to throw the EMP-Grenade and hope that noone sees you... well okay, this actually doesnt matter, 1-2 hits of your PIC and he's gone.
5. You can't counter it
Compared to an engineer who has to disarm the mines one-by-one from close range, effectively unarmed, you can't counter a Sydney/... throwing an EMP-Grenade from some distance or behind some cover. When the grenade is on it's way, the mines are gone, no matter what you do. - And good luck at remining, when some Sydney is watching you.
6. You can buy a repair-kit capable of disarming mines
So, if you want to infiltrate with a combat-unit, buy the kit. Simple. Or ask a teammate to help you out.
My suggestion:
- Change EMP-Grenades to not affect mines anymore.
This will
- reduce the balancing-gap when one team has lost advanced infantry
- balance the efforts of mining and disarming
- make mines useful against the main threats to a building (all units carrying EMP-Grenades also do massive damage vs MCT and engineers)
- make the game far more tactical as "stupid" rushes won't work anymore
- leave infiltrators disarming mines effectively unarmed and make them better counterable
- greatly improve teamwork, as an engineer needs protection / the others need him/her to disarm the mines
Let's start the discussion