Jump to content

Modulare Weapon Ranges


68 replies to this topic

#41 verybad

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,229 posts

Posted 05 February 2014 - 05:19 PM

Only way it would be of use would be if the weapon actually had the module in it rather than the cockpit, and if there were multiple variables. (ROF, range, heat, damage, etc)

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 Sephlock

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,819 posts

Posted 05 February 2014 - 06:42 PM

I was hoping for something more along the lines of:

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 Firewuff

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,204 posts
  • LocationMelbourne

Posted 06 February 2014 - 01:25 AM

They have said that modules will eventually go to level5 and that the current values were to test game balance. My only concern is if Ibuy a lvl 2 module and upgrade the skill does the module also get upgraded?

#44 Fiona Marshe

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 756 posts
  • LocationAustralia

Posted 06 February 2014 - 02:31 AM

I took the AMS module without blinking for my twin AMS mechs. Those extra couple of metres are critical.

#45 Pwnocchio

    Member

  • PipPipPipPipPip
  • 187 posts

Posted 06 February 2014 - 04:06 AM

View PostFirewuff, on 06 February 2014 - 01:25 AM, said:

They have said that modules will eventually go to level5 and that the current values were to test game balance. My only concern is if Ibuy a lvl 2 module and upgrade the skill does the module also get upgraded?


I believe there is only 1 module for a given upgrade and our level of upgrade/skill just changes how much the module helps.

#46 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 06 February 2014 - 04:47 AM

View PostAlmond Brown, on 05 February 2014 - 10:13 AM, said:


Care to elaborate on that 5-10%?


See my signature, for example.
Or if you're of the opinion that model is too flawed to be useful, use the statistics that Noesis accumulated.

#47 Redshift2k5

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 11,975 posts
  • LocationNewfoundland

Posted 06 February 2014 - 04:51 AM

These modules are tier 1 & 2, and they are generously costed so any player can afford them. These are your easy-entry, cheap, gateway modules.

Tiers up to 5 were announced, and they have lots of room to further buff/balance even tiers 1 & 2 if they wish.

#48 Mudhutwarrior

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 4,183 posts
  • LocationThe perimieter, out here there are no stars.

Posted 06 February 2014 - 04:53 AM

Ain't buying till it makes sense. Been burnt by PGI too many times before spending large only to see nerfs or misguided approaches later. Still sitting on several useless seismic modules.

#49 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 06 February 2014 - 05:18 AM

I never bought the seismic, or many other sensors. I live or die by the two sensor modules.

#50 Magna Canus

    Member

  • PipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 715 posts
  • LocationGermany

Posted 06 February 2014 - 05:24 AM

View PostFiona Marshe, on 06 February 2014 - 02:31 AM, said:

I took the AMS module without blinking for my twin AMS mechs. Those extra couple of metres are critical.

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 Mudhutwarrior

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 4,183 posts
  • LocationThe perimieter, out here there are no stars.

Posted 06 February 2014 - 05:27 AM

View PostMagnakanus, on 06 February 2014 - 05:24 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.


Micro seconds in missile flight. Percentage wise i would think it would have negligible effect.

#52 Doctor Proctor

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 343 posts
  • LocationSouth Suburbs of Chicago, IL, USA

Posted 06 February 2014 - 02:00 PM

View PostFiona Marshe, on 06 February 2014 - 02:31 AM, said:

I took the AMS module without blinking for my twin AMS mechs. Those extra couple of meters are critical.


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 wanderer

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 11,152 posts
  • LocationStomping around in a giant robot, of course.

Posted 06 February 2014 - 03:17 PM

It does extend your AMS umbrella slightly for keeping others safe, though. Adding 16m in every direction does boost how many flights your AMS gets an effective crack at as they're coming in on others, even if the self-protection boost is minimal.

I mean, would a module that extended ECM an extra 16m out be useful?

#54 xMEPHISTOx

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,396 posts

Posted 06 February 2014 - 04:01 PM

In their present state the weapons increased range modules are not worth the 3m credits or the module slot they take up. The only exception is maybe the AMS range increase, however doubt I would ever sacrifice the module slot as there are many more viable modules that I can use in the slot.
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.

View PostSephlock, on 05 February 2014 - 06:42 PM, said:

I was hoping for something more along the lines of:

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 ShadowbaneX

    Member

  • PipPipPipPipPipPipPipPip
  • 1,089 posts

Posted 06 February 2014 - 04:06 PM

View PostBhael Fire, on 04 February 2014 - 09:38 PM, said:

Honestly, the extra meters gained from these modules is not worth the extra heat.

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 Sephlock

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,819 posts

Posted 06 February 2014 - 04:09 PM

View PostxMEPHISTOx, on 06 February 2014 - 04:01 PM, said:

In their present state the weapons increased range modules are not worth the 3m credits or the module slot they take up. The only exception is maybe the AMS range increase, however doubt I would ever sacrifice the module slot as there are many more viable modules that I can use in the slot.
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 Bhael Fire

    Banned - Cheating

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,002 posts
  • Twitter: Link
  • Twitch: Link
  • LocationThe Outback wastes of planet Outreach.

Posted 06 February 2014 - 04:11 PM

View PostShadowbaneX, 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 Sephlock

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,819 posts

Posted 06 February 2014 - 04:15 PM

I'd like the LBX modules to grant increased impulse and/or crit damage and/or chance to crit.

Also, a really badass sound.

Alternatively, just increase the RoF.



#59 Sephlock

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,819 posts

Posted 06 February 2014 - 04:27 PM

In all seriousness, I do understand that the modules as they are now are more of a proof of concept than anything else, but why not go crazy with them on the test servers? Gather some data.

Isn't that what test servers are for? To find out if stuff is stupidly broken?

#60 ShadowbaneX

    Member

  • PipPipPipPipPipPipPipPip
  • 1,089 posts

Posted 06 February 2014 - 05:00 PM

View PostBhael Fire, on 06 February 2014 - 04:11 PM, said:

Yeah, I have my AC/20 range module Level 2 unlocked....not going to buy one though until Level 5 modules are available.


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