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A Jugglenaut that is disarmed mid-windup is effectively EMPed as it sits in one spot and waits for the disarm to wear off. This doesn't seem great since it creates a timing window in which disarm is a lot stronger than otherwise.
- The general handling of EMP and disarm is that they pause actions, but do not cancel them. This is most relevant with the way they interact with weapon bursts, although this rule was broken recently with Lobster (for sanity).
- The strongest ability that fixes the Jugglenaut problem is just to let units cancel jump during windup. But this puts a lot of pressure on players and units to use this ability well. I would rather avoid it.
- Perhaps we could let Stop or a Move order cancel jump during disarm. However in the case that came up, I'm not sure we could count on the player knowing this obscure system.
- The most straightforward approach could be a general rule. Eg if the unit is consecutively disarmed for some amount of time (eg 2x the jump windup) then the windup unwinds and the unit can move again. This puts jump on reload. There are no extra decisions for players or units to make here, they just lose the jump.
- The above could be applied to EMP as well, but idk. I think having abilities go off after units become unstunned adds to the drama, since the context of the ability may have been lost in the mean time.
Unwinding is not that trivial to implement since the jump gadget was not designed with it in mind.
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