For instance, who in their right mind would want the rate of fire of a CERPPC increased? Or the range either for that matter since their slow travel speed doesn't make them very useful at 800-900m anyway. Modules better suited to this weapon would be increased velocity and heat reduction.
As far as lasers go the range is nice on small, medium, er lasers and the pulse laser family. I don't see much use for it on the CERLL though with its very long beam duration how much of that damage are you actually going to get in at those extended ranges? Once again though I fail to see the benefit to the cooldown modules because any energy build is going to require trigger discipline to manage your heat and not shut down. These modules will not help at all. I think they would be better off being replaced by heat reduction modules instead.
I think the problem lies in just making two types of weapon modules (+ range and -cycle time) and applying them to every weapon across the board. The 3 main types of weapons (ballistic, energy, and missile) are so different that I don't think a one-size-fits-all approach is a very rewarding or complex enough to add to the nice systems we already have in place.
I'm sure some of the missile and ballistic modules are not optimal fits either (I bet some would rather see projectile speed instead of range or increased ammo per ton) but I personally don't use those weapons/modules enough to have a strong opinion on them.
Is anyone else disappointed at the lack of variety in the weapon modules?
Edited by Kain Thul, 30 October 2014 - 10:15 AM.