You guys are making arguments to support blackout, not the 2 minutes of screwover time it creates. I support blackout, I don't support the 2 minutes downtime for everyone it hits.
Suggest to me why blackout needs to lock out unused abilities for 2 minutes. Convince me that it is weak enough (compared to other abilities) +/- to be 800% more effective than every other ability in the game (assuming it only hits 1 person).
So far you've said things like:
it takes time to charge up
it makes me a target
etc etc.
but those things apply to all other abilities as well, and they don't have lasting effects for 2+ minutes.
As far as how often I've been hit with it, granted I generally play in the backfield, so not too many times - however I did recently get hit by it twice in a row - locking me out of my unused ability for 4+ minutes. That means I don't get to use my ability that I generally regard as a fun and somewhat useful part of the game (moreso when my team pays attention). The emp effect is not game breaking but it is broken - nor is it likely a common enough occurrence to get noticed.
I am arguing it is a detriment to fun. I like using my abilities. I find them to be a fun part of the game generally. I like to use them to gain advantages in stalemates, and attempt to gain ground and position on bunkered enemies. When used correctly, and with a team mate to notice, blitz can be as big a game changer as any other ability in the game, but I wouldn't argue that it needs a 2 minute lasting effect because it makes me a target when I use it (don't mention the fact that the shield blocks stuff when it's on my back, b/c that's just as stupid as blackout backfiring - both should be removed). Blackout has a niche just like every other ability - but it allows you and your team to disable and kill potentially many targets when it's deployed. I see no justification for burning players unused abilities - convince me otherwise. And don't default to the "that's what emps do" because this doesn't function like any kind of "real" emp in the first place
From my viewpoint, blackout is very strong, and the only reason people use aegis instead is because aegis is just that much stronger. People generally scatter when they see an aegis popped because their primary weapon is useless against it, and it's difficult to get inside the bubble when the spec has his team pushing with him (more than anything, this is the power of aegis - it's a massive visual cue for your team to push). But I digress.
Examine for a moment the effects of blackout:
benefits
often forces enemies to relocate, lest they be hit by it
disables nearby enemy making them defenseless
negates any active - in use - abilities
disorients nearby enemy (hard to tell exactly what is happening when your screen is gibbled)
provides a large whiteout flash that makes it difficult for even the ranged to tell exactly where targets are
can affect many targets at once.
AND burns all abilities not in use, resetting their cooldown to max duration, making it effective for 2+minutes.
negatives:
Makes you a target
difficult to use
need to be close to the enemy
if not triggered, emps the owner (though this should not happen, even if it does, you can trigger it yourself to avoid this).
equip/deploy time
Compare that list against any other ability and see how they stack up.
aegis:
benefits:
forces enemies to relocate (maybe it doesn't force them, but it is the tendency)
provides ranged invulnerability
aoe effect
long duration
negatives:
makes you a target
makes you walk slow
easy to deploy, difficult to time (aka hard to use to maximum effectiveness)
equip/deploy time
or blitz:
benefits
fast movent / distance closer
knocks down and disables targets that are hit
blocks bullets to the body core (feet, back, and other body parts partially exposed)
negatives
equip/deploy time
unequip time
makes you a target
difficult to use (hit one guy, his buddy shoots you in the back), difficult to control (cornering)
user cannot return fire
Easy to avoid (jump over something, circle strafe, or just empty a clip into it, you'll eventually hit exposed areas) - advent of movement speed on armors makes this even easier
or heat:
benefits
disables enemies, forcing them to cover
does damage (laughable amounts) to those exposed
affects everyone in a frontal cone
negatives
user cannot fire a weapon
user walks slow (slower than aegis)
makes you a target
difficult to use properly
equip/deploy time
unequip time
short duration
can be ranged (70+ yards, 80+ with upgrade can still return fire)
As it provides no disorient, and damage is low, user can easily be charged and hit with melee before significant damage is done
Did I miss anything on any of those? How does blackout compare? Would it really be underpowered if the ability to burn inactive abilities was removed? (that's all I'm trying to put forward).









