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Weapons Modules Taking Module Slots


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#1 Scott Decoy Stone

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Posted 04 February 2014 - 01:10 PM

seriously? seriously guys? you expect people to buy these modules for gxp to unlock them then spend c-bills to buy the module then we have to give up one of our precious module slots to use them for a such a miniscule gain while taking on an additional penalty. really???

why would anyone do that when they could take something like cool shot, artillery, airstrikes, seismic, target decay, or any of those other modules that give you a new USEFUL ability with absolutely no penalty. how can you expect us to pay to take something like 12 more meters for streaks with an added firing delay seriously considering all the modules we had before the patch? how is this an improvement to the game?

#2 mark v92

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Posted 04 February 2014 - 01:20 PM

i agree. module slots are to precious for these weapon mods

also i find them a bit expansive. 3m c-bills for the medium laser mod is a bit high as they come with a downside to them.

Edited by mark v92, 04 February 2014 - 01:22 PM.


#3 MavRCK

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Posted 04 February 2014 - 01:26 PM

Yea - I commented on this in the /r/outreachhpg forums...

Modules don't make up for the lack of weapon imbalance - a system to make up for imbalance fundamentals is a bad solution.

These modules are just a GXP drain... and they cost too much cbills and use up valuable module slots which renders them useless.

#4 Mogney

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Posted 05 February 2014 - 05:19 AM

Yeah, we either need way more module slots, or this needs a rethink.

#5 Le Goat

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Posted 05 February 2014 - 05:23 AM

I'd rather take arty or air strike over an extra 10 meters on my medium laser.

#6 Ximius

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Posted 05 February 2014 - 06:13 AM

+1 to the rest of this thread.

I was excited to see them at first, but then looked closely. Are you FREAKING kidding me? Make it just a toggle or something like Artemis/DHS/etc. They're already "balanced" ( although I highly doubt PGI knows what that word actually means ), and are not better than ANY of the existing modules.

#7 Dirty Old Man

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Posted 05 February 2014 - 06:46 AM

I didnt try out the SSRM and LBX rank 2 modules yet but are already equipped my respective chassis....

However I do agree the original idea interpreted from my reading of the DEV postings sort of lead towards Separating Mech Modules critical slots from Pilots Modules critical slots....

3 or 4 max general Mech modules critical slots might be too prudent....

Noticing a lot less Air Strikes or Arty Strikes for the last few dozen games....

I suspect folks are giving them up to squeeze in these new weapons Pilot skills upgrades...

Time will tell if this is prudent or over zealous application of meta logic....

Logic dictates more permutations of skills sets would lead to more creative composition of pilot and mech skills to add more diverse combat variables....

Time will tell....

Overall a pretty exciting update.. keep up the good work PGI.

Posted Image

#8 ecued

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Posted 10 February 2014 - 10:29 AM

should be skills not modules, once leveled its good for that weapon on all mechs, thats the impression i got when it was first mentioned. looks like we got 2.ooed.

#9 senaiboy

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Posted 10 February 2014 - 10:47 AM

Agreed with OP.

I myself have tried the Medium Laser Range module just to test it, and to be honest it's a huge waste of GXP, C-bills and a module slot. If I remember right, these modules are supposed to be end-game material. Honestly I don't see how this add anything relevant to 'end-game', aside from being a huge C-bills sink.

The creative department need to step up their game, or at least have a better idea of what 'end-game' should be like.

#10 Vermaxx

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Posted 10 February 2014 - 11:10 AM

The AMS module seemed to have no downside since I've got 100,000 GXP and double that on my K2 alone. So I bought both ranks.

And then I found out it's a 3m CB module and I already have zoom on my snipeapult.

I didn't Master any mech, I finished out Elite and stopped. I didn't see any worth. This new system would force me to master anything just to use these new modules. They're too expensive to buy repeats of though, and I'm not going through the effort of cycling mods through mechs. I don't even like doing that with my XL275 engine, but at least I know that it can only go in one mech at a time and the mech won't "GO" without it so I cannot forget to move the damn thing.

These new Pilot skills need to be passive, or they're pointless. Granted, there has to be a way to 'pick' whether or not you're applying those skills to a certain mech, but I don't think a 3m CB module is the answer.

At the very least, create a new set of modslots for all mechs - say two each - only for these new 'buff modules.'

#11 MavRCK

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Posted 10 February 2014 - 11:22 AM

http://www.reddit.co...5_from_the_xml/

All the values were data minded and posted:

<Module name="Longer_Small_Laser" id="4203" CType="CWeaponModStats">
<PilotModuleStats equipType="SmallLaser" talentId="ePTWeaponSmallLaser"/>
<Loc iconTag="36" descTag="@Longer_Small_Laser_desc" nameTag="@Longer_Small_Laser"/>
<WeaponStats heat="0.04" operation="+" rank="1" longRange="2" maxRange="4"/>
<WeaponStats heat="0.08" operation="+" rank="2" longRange="4" maxRange="8"/>
<WeaponStats heat="0.12" operation="+" rank="3" longRange="6" maxRange="12"/>
<WeaponStats heat="0.16" operation="+" rank="4" longRange="8" maxRange="16"/>
<WeaponStats heat="0.20" operation="+" rank="5" longRange="10" maxRange="20"/>
</Module>
<Module name="Longer_Medium_Laser" id="4207" CType="CWeaponModStats">
<PilotModuleStats equipType="MediumLaser" talentId="ePTWeaponMediumLaser"/>
<Loc iconTag="36" descTag="@Longer_Medium_Laser_desc" nameTag="@Longer_Medium_Laser"/>
<WeaponStats longRange="5.4" heat="0.08" operation="+" rank="1" maxRange="10.8"/>
<WeaponStats longRange="10.8" heat="0.16" operation="+" rank="2" maxRange="21.6"/>
<WeaponStats longRange="16.2" heat="0.24" operation="+" rank="3" maxRange="32.4"/>
<WeaponStats longRange="21.6" heat="0.32" operation="+" rank="4" maxRange="43.2"/>
<WeaponStats longRange="27" heat="0.4" operation="+" rank="5" maxRange="54"/>
</Module>
<Module name="Longer_Large_Laser" id="4211" CType="CWeaponModStats">
<PilotModuleStats equipType="LargeLaser" talentId="ePTWeaponLargeLaser"/>
<Loc iconTag="36" descTag="@Longer_Large_Laser_desc" nameTag="@Longer_Large_Laser"/>
<WeaponStats longRange="10" heat="0.14" operation="+" rank="1" maxRange="20"/>
<WeaponStats longRange="20" heat="0.28" operation="+" rank="2" maxRange="40"/>
<WeaponStats longRange="30" heat="0.42" operation="+" rank="3" maxRange="60"/>
<WeaponStats longRange="40" heat="0.56" operation="+" rank="4" maxRange="80"/>
<WeaponStats longRange="50" heat="0.7" operation="+" rank="5" maxRange="100"/>
</Module>
<Module name="Longer_SRM6" id="4231" CType="CWeaponModStats">
<PilotModuleStats equipType="SRM6" talentId="ePTWeaponSRM6"/>
<Loc iconTag="36" descTag="@Longer_SRM6_desc" nameTag="@Longer_SRM6"/>
<WeaponStats longRange="6" heat="0.08" operation="+" rank="1" maxRange="6"/>
<WeaponStats longRange="12" heat="0.16" operation="+" rank="2" maxRange="12"/>
<WeaponStats longRange="18" heat="0.24" operation="+" rank="3" maxRange="18"/>
<WeaponStats longRange="24" heat="0.32" operation="+" rank="4" maxRange="24"/>
<WeaponStats longRange="30" heat="0.4" operation="+" rank="5" maxRange="30"/>
</Module>
<Module name="Longer_SRM2" id="4234" CType="CWeaponModStats">
<PilotModuleStats equipType="SRM2" talentId="ePTWeaponSRM2"/>
<Loc iconTag="36" descTag="@Longer_SRM2_desc" nameTag="@Longer_SRM2"/>
<WeaponStats longRange="6" heat="0.04" operation="+" rank="1" maxRange="6"/>
<WeaponStats longRange="12" heat="0.08" operation="+" rank="2" maxRange="12"/>
<WeaponStats longRange="18" heat="0.12" operation="+" rank="3" maxRange="18"/>
<WeaponStats longRange="24" heat="0.16" operation="+" rank="4" maxRange="24"/>
<WeaponStats longRange="30" heat="0.2" operation="+" rank="5" maxRange="30"/>
</Module>
<Module name="Longer_SRM4" id="4237" CType="CWeaponModStats">
<PilotModuleStats equipType="SRM4" talentId="ePTWeaponSRM4"/>
<Loc iconTag="36" descTag="@Longer_SRM4_desc" nameTag="@Longer_SRM4"/>
<WeaponStats longRange="6" heat="0.06" operation="+" rank="1" maxRange="6"/>
<WeaponStats longRange="12" heat="0.12" operation="+" rank="2" maxRange="12"/>
<WeaponStats longRange="18" heat="0.18" operation="+" rank="3" maxRange="18"/>
<WeaponStats longRange="24" heat="0.24" operation="+" rank="4" maxRange="24"/>
<WeaponStats longRange="30" heat="0.30" operation="+" rank="5" maxRange="30"/>
</Module>
<Module name="Longer_Streak_SRM2" id="4240" CType="CWeaponModStats">
<PilotModuleStats equipType="StreakSRM2" talentId="ePTWeaponSSRM2"/>
<Loc iconTag="36" descTag="@Longer_Streak_SRM2_desc" nameTag="@Longer_Streak_SRM2"/>
<WeaponStats longRange="6" heat="0.04" operation="+" rank="1" maxRange="6"/>
<WeaponStats longRange="12" heat="0.08" operation="+" rank="2" maxRange="12"/>
<WeaponStats longRange="18" heat="0.12" operation="+" rank="3" maxRange="18"/>
<WeaponStats longRange="24" heat="0.16" operation="+" rank="4" maxRange="24"/>
<WeaponStats longRange="30" heat="0.2" operation="+" rank="5" maxRange="30"/>
</Module>
<Module name="Longer_Large_Pulse_Laser" id="4245" CType="CWeaponModStats">
<PilotModuleStats equipType="LargePulseLaser" talentId="ePTWeaponLargePulseLaser"/>
<Loc iconTag="36" descTag="@Longer_Large_Pulse_Laser_desc" nameTag="@Longer_Large_Pulse_Laser"/>
<WeaponStats longRange="6.6" heat="0.15" operation="+" rank="1" maxRange="13.2"/>
<WeaponStats longRange="13.2" heat="0.30" operation="+" rank="2" maxRange="26.4"/>
<WeaponStats longRange="19.8" heat="0.45" operation="+" rank="3" maxRange="39.6"/>
<WeaponStats longRange="26.4" heat="0.60" operation="+" rank="4" maxRange="52.8"/>
<WeaponStats longRange="33" heat="0.75" operation="+" rank="5" maxRange="66"/>
</Module>
<Module name="Longer_Medium_Pulse_Laser" id="4248" CType="CWeaponModStats">
<PilotModuleStats equipType="MediumPulseLaser" talentId="ePTWeaponMediumPulseLaser"/>
<Loc iconTag="36" descTag="@Longer_Medium_Pulse_Laser_desc" nameTag="@Longer_Medium_Pulse_Laser"/>
<WeaponStats longRange="4" heat="0.1" rank="1" operation="+" maxRange="8"/>
<WeaponStats longRange="8" heat="0.2" rank="2" operation="+" maxRange="16"/>
<WeaponStats longRange="12" heat="0.3" rank="3" operation="+" maxRange="24"/>
<WeaponStats longRange="16" heat="0.4" rank="4" operation="+" maxRange="32"/>
<WeaponStats longRange="10" heat="0.5" rank="5" operation="+" maxRange="40"/>
</Module>
<Module name="Longer_Small_Pulse_Laser" id="4251" CType="CWeaponModStats">
<PilotModuleStats equipType="SmallPulseLaser" talentId="ePTWeaponSmallPulseLaser"/>
<Loc iconTag="36" descTag="@Longer_Small_Pulse_Laser_desc" nameTag="@Longer_Small_Pulse_Laser"/>
<WeaponStats longRange="2" heat="0.048" operation="+" rank="1" maxRange="4"/>
<WeaponStats longRange="4" heat="0.096" operation="+" rank="2" maxRange="8"/>
<WeaponStats longRange="6" heat="0.144" operation="+" rank="3" maxRange="12"/>
<WeaponStats longRange="8" heat="0.192" operation="+" rank="4" maxRange="16"/>
<WeaponStats longRange="10" heat="0.24" operation="+" rank="5" maxRange="20"/>
</Module>
<Module name="Longer_AC10" id="4254" CType="CWeaponModStats">
<PilotModuleStats equipType="AutoCannon10" talentId="ePTWeaponAC10"/>
<Loc iconTag="36" descTag="@Longer_AC10_desc" nameTag="@Longer_AC10"/>
<WeaponStats longRange="9.5" heat="0.06" operation="+" rank="1" maxRange="28.5"/>
<WeaponStats longRange="19" heat="0.12" operation="+" rank="2" maxRange="57"/>
<WeaponStats longRange="28.5" heat="0.18" operation="+" rank="3" maxRange="85.5"/>
<WeaponStats longRange="38" heat="0.24" operation="+" rank="4" maxRange="114"/>
<WeaponStats longRange="47.5" heat="0.30" operation="+" rank="5" maxRange="142.5"/>
</Module>
<Module name="Longer_AC5" id="4257" CType="CWeaponModStats">
<PilotModuleStats equipType="AutoCannon5" talentId="ePTWeaponAC5"/>
<Loc iconTag="36" descTag="@Longer_AC5_Laser_desc" nameTag="@Longer_AC5_Laser"/>
<WeaponStats longRange="13" heat="0.02" operation="+" rank="1" maxRange="39"/>
<WeaponStats longRange="26" heat="0.04" operation="+" rank="2" maxRange="78"/>
<WeaponStats longRange="39" heat="0.06" operation="+" rank="3" maxRange="117"/>
<WeaponStats longRange="52" heat="0.08" operation="+" rank="4" maxRange="156"/>
<WeaponStats longRange="65" heat="0.1" operation="+" rank="5" maxRange="195"/>
</Module>
<Module name="Longer_AC2" id="4260" CType="CWeaponModStats">
<PilotModuleStats equipType="AutoCannon2" talentId="ePTWeaponAC2"/>
<Loc iconTag="36" descTag="@Longer_AC2_Laser_desc" nameTag="@Longer_AC2_Laser"/>
<WeaponStats longRange="15" heat="0.02" operation="+" rank="1" maxRange="45"/>
<WeaponStats longRange="30" heat="0.04" operation="+" rank="2" maxRange="90"/>
<WeaponStats longRange="45" heat="0.06" operation="+" rank="3" maxRange="135"/>
<WeaponStats longRange="60" heat="0.08" operation="+" rank="4" maxRange="180"/>
<WeaponStats longRange="75" heat="0.1" operation="+" rank="5" maxRange="125"/>
</Module>
<Module name="Longer_AC20" id="4263" CType="CWeaponModStats">
<PilotModuleStats equipType="AutoCannon20" talentId="ePTWeaponAC20"/>
<Loc iconTag="36" descTag="@Longer_AC20_Laser_desc" nameTag="@Longer_AC20_Laser"/>
<WeaponStats longRange="5.4" heat="0.12" operation="+" rank="1" maxRange="16.2"/>
<WeaponStats longRange="10.8" heat="0.24" operation="+" rank="2" maxRange="32.4"/>
<WeaponStats longRange="16.2" heat="0.36" operation="+" rank="3" maxRange="38,6"/>
<WeaponStats longRange="21.6" heat="0.48" operation="+" rank="4" maxRange="64.8"/>
<WeaponStats longRange="27" heat="0.6" operation="+" rank="5" maxRange="81"/>
</Module>
<Module name="Longer_Flamer" id="4267" CType="CWeaponModStats">
<PilotModuleStats equipType="Flamer" talentId="ePTWeaponFlamer"/>
<Loc iconTag="36" descTag="@Longer_Flamer_desc" nameTag="@Longer_Flamer"/>
<WeaponStats longRange="1" heat="0.01" operation="+" rank="1" maxRange="1"/>
<WeaponStats longRange="2" heat="0.02" operation="+" rank="2" maxRange="2"/>
<WeaponStats longRange="3" heat="0.03" operation="+" rank="3" maxRange="3"/>
<WeaponStats longRange="4" heat="0.04" operation="+" rank="4" maxRange="4"/>
<WeaponStats longRange="5" heat="0.05" operation="+" rank="5" maxRange="5"/>
</Module>
<Module name="Longer_AMS" id="4269" CType="CWeaponModStats">
<PilotModuleStats equipType="Anti_Missile_System" talentId="ePTWeaponAMS"/>
<Loc iconTag="36" descTag="@Longer_AMS_desc" nameTag="@Longer_AMS"/>
<WeaponStats longRange="4" operation="+" rank="1" maxRange="8"/>
<WeaponStats longRange="8" operation="+" rank="2" maxRange="16"/>
<WeaponStats longRange="12" operation="+" rank="3" maxRange="24"/>
<WeaponStats longRange="16" operation="+" rank="4" maxRange="32"/>
<WeaponStats longRange="20" operation="+" rank="5" maxRange="40"/>
</Module>
<Module name="Longer_LB10XAutoCannon" id="4271" CType="CWeaponModStats">
<PilotModuleStats equipType="LB10XAutoCannon" talentId="ePTWeaponLBX10"/>
<Loc iconTag="36" descTag="@Longer_LB10XAutoCannon_desc" nameTag="@Longer_LB10XAutoCannon"/>
<WeaponStats longRange="11" heat="0.04" operation="+" rank="1" maxRange="33"/>
<WeaponStats longRange="22" heat="0.08" operation="+" rank="2" maxRange="66"/>
<WeaponStats longRange="33" heat="0.12" operation="+" rank="3" maxRange="99"/>
<WeaponStats longRange="44" heat="0.16" operation="+" rank="4" maxRange="131"/>
<WeaponStats longRange="55" heat="0.2" operation="+" rank="5" maxRange="164"/>
</Module>
<Module name="Longer_Machine_Gun" id="4275" CType="CWeaponModStats">
<PilotModuleStats equipType="MachineGun" talentId="ePTWeaponMachineGun"/>
<Loc iconTag="36" descTag="@Longer_Machine_Gun_desc" nameTag="@Longer_Machine_Gun"/>
<WeaponStats longRange="2.6" operation="+" rank="1" maxRange="5.2"/>
<WeaponStats longRange="5.2" operation="+" rank="2" maxRange="10.4"/>
<WeaponStats longRange="7.8" operation="+" rank="3" maxRange="15.6"/>
<WeaponStats longRange="10.4" operation="+" rank="4" maxRange="20.8"/>
<WeaponStats longRange="13" operation="+" rank="5" maxRange="26"/>
</Module>

#12 MavRCK

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Posted 10 February 2014 - 11:26 AM

None of these modules except perhaps the machine gun for 4-machine gun build seem remotely useful... maybe AMS for light mechs... and even then not at the expense of Art / Air Strike or Coolant Flush or Target Info etc..

The weapons just are not balanced and we shouldn't have to spend GXP and Cbills on fixes for this.

Pulse lasers are too range-limited, too hot, do too little damage for their weight - increase all of these factors.
AC20 is nerfed and too slow - needs to be faster with drop.

SRMs could use a range buff.. but they are too slow to hit their target and the hit registration is too inconsistent to warrant using them at the moment - increase their speed by 25 - 50% and fix the global hit registration issue.





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