Loading...
  OR  Zero-K Name:    Password:   
Title: test
Host: RUrankxdacc
Game version: Zero-K v1.10.1.7
Engine version: 105.1.1-841-g099e9d0
Battle ID: 1324160
Started: 2 years ago
Duration: 0 seconds
Players: 1
Bots: True
Mission: False
Rating: None
Watch Replay Now
Manual download

Team 1

RUrankxdacc
Team 2

Inactive AI (1) <Null AI>
Spectators

Show winners



Preview
Filter:    Player:  
sort
2 years ago
Is there an explanation anywhere on how EMP interacts with disarm?
Wiki does say (on the "Status Effects" page) "Disarm is a particular type of EMP", but it doesn't describe what happens when they interact.

Testcase (this replay):
1. get a Grizzly; damage it below 8000 HP
2. shoot it with a Racketeer (only once, not enough to actually disarm)
3. before the disarm bar decays, shoot it with a Widow

Result: Grizzly gets EMPd for 5 seconds (makes sense) and disarmed for 20 seconds (what? why?)
+3 / -0
If I am reading this function correctly, both EMP and disarm weapons cause the disarm percentage/timer to go up, although only explicitly disarm weapons count towards the Peacemaker achievement.

Which kind of makes sense in that EMP weapons on their own deactivate the weapons of the target (among other things). If they didn't stack then you would be motivated to try to focus EMP and disarm weapons on different targets which sounds fiddly.

The interaction of a high-damage, low-duration disarm weapon like Racketeer with a long-duration EMP weapon like Widow is sort of weird I guess. But perhaps not any weirder than the interaction of (say) Venom and Widow.
+0 / -0
2 years ago
EMP weapons do both Disarm and "actual EMP" damage, but this isn't obvious because if Disarm == EMP (ie. the unit was not recently shot with a pure Disarm weapon) then the Disarm healthbar is not shown. The cap for that damage is the same as usual (meaning Widow can push both Disarm and EMP timers up to 30s).
+1 / -0