EMP Kit
|
Found in: Ordered via syndicate uplink, costs 3 telecrystals Used for: The disabling of technology, such as cameras, radios, etc. Strategy: Best used aggresively against technology. If you wish to opt for a more stealthy approach, the Cryptographic Sequencer is usually better. Note that emp grenades are the pretty much the only way to stop an approaching cyborg from afar as a traitor, unless you have access to an Ion rifle.
|
Contents
|
Description
|
X2File:Injector.png
|
These are weapons used for disabling electronics like the AI's cameras. They can also be used to silence those pesky pAIs for a few minutes. That or flat out kill them while you home in for the kill. Click on the Grenade to activate it and then throw it like normal grenades. The implanter functions the same, but after implanting it into yourself, it can be activated twice using the *grin emote. Also included is the EMP flashlight, which you can functions exactly like a regular flashlight. When you hit something with the flashlight, the item will act as if it was hit with an EMP. The flashlight constantly recharges, but only has around 4 uses before it needs to recharge. Other uses include draining the batteries of APCs, completely draining the batteries of sec equipment like stun batons and tasers, shocking nearby shocking doors and blinding those who wear thermals caught in the emp range. If you EMP a group of sec officers before a fight, they'll be completely disarmed of stun weaponry (as of right now, emp will only drain about 20% of a stunbatton's total charge, though) aside from flashes and flashbangs. They also stun cyborgs for a good deal of time.
|
|