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Fixing Game Issues Via Module Upgrades


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#1 Skyfaller

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Posted 03 May 2013 - 03:05 PM

AMS Module:

- Upgrade 1: Adds Missile Warning (missile warning would only be available through this).
- Upgrade 2: Extends range of AMS to 400m
Note: AMS would also need to be given an switch like ECM has. 'On' and 'Off' modes. This allows the player to control the AMS ammo usage and not waste ammo firing on missiles you know wont hit.

What this fixes:
1- Improves AMS functionality and makes it worthy of being equipped.
2- Helps fix LRM issue of missile warning removing the 'are those missiles for me or someone else?' suppression function.

LRM Module:

- Upgrade 1: Doubles Ammo per ton capacity.
- Upgrade 2: Disables ONE enemy mech AMS warning system (dual AMS mechs would receive warning).

What this fixes: The current low damage LRM is fine. The problem is the missile warning system making the long range missiles be useless at long range and the reduced damage not allowing a missile boated mech to have enough ammo to add up to lethal damage on more than one heavy/assault mech.

Single Heatsink Module:

- Upgrade 1: Doubles heat capacity per heatsink.
- Upgrade 2: Triples heat capacity per heatsink.

Double Heatsink Module:

- Upgrade 1: Heat dissipation increased to 1.8
- Upgrade 2: Heat dissipation increased to 2.0

What this fixes: It makes single heatsinks viable options for mechs that want to have a large heat capacity but a slow cool-down rate. DHS on the other hand, would have the same heat capacity as SH's have now as default (which is what I think they do now) but can be upgraded to true 2.0 dissipation.

Sensor Suite Module:

- Upgrade 1: BAP grants immunity from ECM ~200m lock disruption.
- Upgrade 2: BAP increases thermal & night vision range to 1.2 km

TAG Module:

- Upgrade 1: Extends TAG range to 1km
- Upgrade 2: Adds 10% damage bonus to missiles impacting TAG'd target.

Jumpjet Module:

- Upgrade 1: Doubles Jet 'fuel' capacity
- Upgrade 2: Triples initial Jump Jet thrust for 2 seconds.

#2 FrostCollar

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Posted 03 May 2013 - 03:08 PM

AMS doesn't need more range, it needs to be more effective. Until it has a fair chance of stopping some short range missiles (streak or otherwise) it won't be worthwhile. LRMs can be avoided through cover, speed, and ECM. All mechs can use the first for free, and the others are relatively common. 400m range or not, why use it when those things are all better options? Ignoring enemy ECM is also a terrible mechanic.

#3 EvilCow

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Posted 03 May 2013 - 10:13 PM

I kinda like the idea regarding AMS range but I really dislike things like doubling ammo or tripling heat capacity and in general modules granting magic space on the mech,





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