

Modulare Weapon Ranges
#41
Posted 05 February 2014 - 05:19 PM
As is, the base idea isn't bad, implementation is non intriguing however. The ranges aren't likely to affect any strategy whatso ever though use or lack there of.
So it's really just a CB/MC cost with no visable value to the game.
#42
Posted 05 February 2014 - 06:42 PM
Module effects:
SLas: More damage, faster RoF, possibly more heat.
Mlas: Actual respectable increase to range, increase to heat
Llas: Increased damage and heat (also applicable to erllas)
AC/2: Faster RoF... POSSIBLY increased heat, but really you'll fry yourself with just the increased RoF....
AC/5: Faster projectile speed, increased heat (think HVAC!)
AC/10: I don't even know. Something.
AC/20: Increased RoF, increased heat.
LRM 5: IMMUNITY TO AMS! TROLOLOLOLOL!
LRM 10: Immunity to AMS for the first 5 missiles in a volley of 10.
All pulse lasers: Greatly increased RoF... and as with the AC/2, I wouldn't want to increase the heat because this alone would fry your mech.
Gauss: INCREASED IMPULSE VALUE, increased heat. If I have a maxxed out Gauss, I should be able to smack you so hard your mech breaks in half at the torso and your top half goes bounding off into the distance.
#43
Posted 06 February 2014 - 01:25 AM
#44
Posted 06 February 2014 - 02:31 AM
#45
Posted 06 February 2014 - 04:06 AM
Firewuff, on 06 February 2014 - 01:25 AM, said:
I believe there is only 1 module for a given upgrade and our level of upgrade/skill just changes how much the module helps.
#47
Posted 06 February 2014 - 04:51 AM
Tiers up to 5 were announced, and they have lots of room to further buff/balance even tiers 1 & 2 if they wish.
#48
Posted 06 February 2014 - 04:53 AM
#49
Posted 06 February 2014 - 05:18 AM
#50
Posted 06 February 2014 - 05:24 AM
Fiona Marshe, on 06 February 2014 - 02:31 AM, said:
Did you notice any significant difference? I was considering the same but am unsure about what the extra 4/8 meters would bring. I immagine that when AMS starts firing 8 meters earlier and doing full damage to missiles 4 meters further that more missiles will be shot down, but how many more is the question, but anything that helps make LRM5-chainfire-trolls less effective is worth the money for me.
#51
Posted 06 February 2014 - 05:27 AM
Magnakanus, on 06 February 2014 - 05:24 AM, said:
Micro seconds in missile flight. Percentage wise i would think it would have negligible effect.
#52
Posted 06 February 2014 - 02:00 PM
Fiona Marshe, on 06 February 2014 - 02:31 AM, said:
But are they really? It takes .5 seconds for the AMS to switch targets from missile to missile, and LRMs move at 120m/s. That means that in the .5 seconds the AMS takes to switch targets, the missiles have moved closer to your by 60m.
Simply put, adding 8 or 16m to the range of AMS won't even have an impact on what you can shoot down! Assuming they continue with the linear scaling then it will be 40m at level 5, which might just barely be enough to shoot down a single extra missile some of the time, assuming you were just about to switch to one as they hit you. Hardly seems worth the 3mil CBills and the 5250GXP it will most likely cost (750 base GXP, increasing by 150 for each rank would equal 5250 total GXP for rank 5 if it keeps the same scaling across all ranks).
#53
Posted 06 February 2014 - 03:17 PM
I mean, would a module that extended ECM an extra 16m out be useful?
#54
Posted 06 February 2014 - 04:01 PM
Surely they will be making adjustments to this down the road, maybe far down the road as I think they are going to be busy trying to make ui2 to not be so damn bad.
Sephlock, on 05 February 2014 - 06:42 PM, said:
Module effects:
SLas: More damage, faster RoF, possibly more heat.
Mlas: Actual respectable increase to range, increase to heat
Llas: Increased damage and heat (also applicable to erllas)
AC/2: Faster RoF... POSSIBLY increased heat, but really you'll fry yourself with just the increased RoF....
AC/5: Faster projectile speed, increased heat (think HVAC!)
AC/10: I don't even know. Something.
AC/20: Increased RoF, increased heat.
LRM 5: IMMUNITY TO AMS! TROLOLOLOLOL!
LRM 10: Immunity to AMS for the first 5 missiles in a volley of 10.
All pulse lasers: Greatly increased RoF... and as with the AC/2, I wouldn't want to increase the heat because this alone would fry your mech.
Gauss: INCREASED IMPULSE VALUE, increased heat. If I have a maxxed out Gauss, I should be able to smack you so hard your mech breaks in half at the torso and your top half goes bounding off into the distance.
While I may not agree with the details of ^^^, it is a good concept to have different modifiers in lieu of or jointly with the weapons range modifiers.
Edited by xMEPHISTOx, 06 February 2014 - 04:02 PM.
#55
Posted 06 February 2014 - 04:06 PM
Bhael Fire, on 04 February 2014 - 09:38 PM, said:
I'd rather take the extra foot steps required to gain that distance than take a heat penalty.
I'll agree with this on the energy weapons, but for Autocannons, especially something like the AC/5, it's very worth it. MGs as well. The extra damage for things which are typically mounted on the likes of the Locust & Spider are appreciated.
#56
Posted 06 February 2014 - 04:09 PM
xMEPHISTOx, on 06 February 2014 - 04:01 PM, said:
Surely they will be making adjustments to this down the road, maybe far down the road as I think they are going to be busy trying to make ui2 to not be so damn bad.
While I may not agree with the details of ^^^, it is a good concept to have different modifiers in lieu of or jointly with the weapons range modifiers.
Also I really don't see the benefit to reaching .0000000001cm further in exchange for more heat, even discounting the need for a module slot.
Edited by Sephlock, 06 February 2014 - 04:09 PM.
#57
Posted 06 February 2014 - 04:11 PM
ShadowbaneX, on 06 February 2014 - 04:06 PM, said:
I'll agree with this on the energy weapons, but for Autocannons, especially something like the AC/5, it's very worth it. MGs as well. The extra damage for things which are typically mounted on the likes of the Locust & Spider are appreciated.
Yeah, I have my AC/20 range module Level 2 unlocked....not going to buy one though until Level 5 modules are available.
#58
Posted 06 February 2014 - 04:15 PM
Also, a really badass sound.
Alternatively, just increase the RoF.
#59
Posted 06 February 2014 - 04:27 PM
Isn't that what test servers are for? To find out if stuff is stupidly broken?
#60
Posted 06 February 2014 - 05:00 PM
Bhael Fire, on 06 February 2014 - 04:11 PM, said:
I've got c-bills to burn, so I've bought a couple. You don't need to rebuy them, so it's not like I'm wasting c-bills.
9 user(s) are reading this topic
0 members, 9 guests, 0 anonymous users