EMPs are way too frustrating

It's difficult to enjoy playing the Singularity when im unable to use my power for at least 66% of the match. Survivors ALWAYS have an EMP on them whenever i chase them, it really feels like the only way to properly use my power is PURELY in chase, and not for setting up cameras because they always get shutdown for a full god damn minute every time i use them. so why bother? it's frustrating that the only thesable way to use biopods is just in chase. and even then the EMPs are so strong that they can pick one up midchase and cleanse the slipstream 2 or three times

Comments

  • Singularity actually has potential but the EMPs are way to strong. They need to act like wesker and nemesis items. Here’s what I would do.

    -Only 4 supply cases spawn

    -when the box reaches 80 seconds the survivor has to actually go up to it and print the last 10 seconds of the box for the emp

    -when a survivor picks up an emp that box won’t spawn another until the emp is used

    -survivors stop sprinting when using the emp

    Bam right there I just fixed singularity’s problems

  • @Chilli_man2400 said:

    Singularity actually has potential but the EMPs are way to strong. They need to act like wesker and nemesis items. Here’s what I would do.

    -Only 4 supply cases spawn

    -when the box reaches 80 seconds the survivor has to actually go up to it and print the last 10 seconds of the box for the emp

    -when a survivor picks up an emp that box won’t spawn another until the emp is used

    -survivors stop sprinting when using the emp

    Bam right there I just fixed singularity’s problems

    i agree with all of that, except the canceling sprint part. that would make it practically unusable in chase and would be too strong for killer

  • You get to use your power for 33% of the match? Lucky!

    Honestly, getting hit with an EMP is worse than old Dead Hard. It's readily available at all times because there's no downside to grabbing one pre-emptively, and it completely whiffs your power the moment you try to use it.

    My suggestion that would reduce their availability a bit:

    @Seraphor said:

    The problem is that since 'special items' have their own category, there is zero downside to grabbing an EMP pre-emptively, as soon as one is available. This gives the printer time to ready a new one, so by the time you've had to use your current EMP, another one is immediately available.

    I have not yet failed to have constant access to EMPs, and I have not successfully ported to a survivor because they always instantly EMP.

    My suggestion:

    • Printers do not automatically start printing the next EMP when one is taken. Instead, an inactive printer must be initiated, to start printing the next EMP.
    • You cannot initiate a printer if you are currently holding an EMP.

    This would allow coordinated survivors to activate printers for each other, but otherwise, it means you can't simply camp out a gen + printer area and rob the Singularity of it's power entirely.

    This would mean that lone survivors (not necessarily solo, just not in the immediate vicinity of another survivor) would have to think twice about grabbing the closest EMP, as they could be robbing another survivor or themselves of timely access to an EMP in that part of the map.