Topic: Blinder

Right now we have Maskers, Detectors and Markers. Seems very logical (and useful IMHO) to have Blinders - a devices that can directly supress enemy Detector strength, making him blind.

Maskers works good. But from time to time you may need to hardly blind one exact person.

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Re: Blinder

They're called Interference Modules. Just use them tactically.
Though I am sure a module like this is on "Alf's 160 new modules to add list" I just hope it's not near the top. Perhaps add this effect to suppressors so they're useful even without ECM support.

Re: Blinder

Interference isn't the same, and interference modules working in different way.

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: Blinder

Line wrote:

Interference isn't the same, and interference modules working in different way.

have you tested them since the patch that turned them into "mine launcher" and has increased the negative effect of interference on sensoring?

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Re: Blinder

Annihilator wrote:
Line wrote:

Interference isn't the same, and interference modules working in different way.

have you tested them since the patch that turned them into "mine launcher" and has increased the negative effect of interference on sensoring?

Interference decreases detection range by a rather high amount but it will take around between 2 to 5 of the charges to decrease a single mechs detection.
However if there are multiple mechs they can be very effective.

Re: Blinder

Still, interference stuff looks more like a mines - you don't know if your enemy will step into

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: Blinder

Line wrote:

Still, interference stuff looks more like a mines - you don't know if your enemy will step into

I disagree.. The range at which these can be shot now is fairly far...