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Lets Not Get Carried Away With Op Loadouts


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#1 Utilyan

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Posted 05 February 2014 - 04:02 PM

FlamerRange 1 .... 500gpx
FlamerRange 2 .... 600gpx
FlamerRange Module .... 3,000,000CP :P :D :D


The look of horror from a Stalker getting toasted by your whoa so long ranged flamers in Alpine Peaks...... Priceless.

Whoa guys whoa.....lets not get carried away with those whole 2 meters of flamer power.....

I mean 2 meters......that's like 2 football fields long! :huh:
And whoa to the increased heat output (on the mech with the flamers :rolleyes:) I just barely look at a mech and he just shuts down! :ph34r:
Posted Image

#2 Monky

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Posted 05 February 2014 - 04:54 PM

They say they are going to 'evolve' the concept over time to see how far they can push it. It'd have to evolve pretty far to be useful.

#3 Roland

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Posted 05 February 2014 - 06:54 PM

Every single one of the modules actually makes the weapon they apply to WORSE.

No one would ever use them instead of airstrikes, artillery, and UAV's.

#4 Sephlock

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Posted 05 February 2014 - 06:56 PM

View PostRoland, on 05 February 2014 - 06:54 PM, said:

Every single one of the modules actually makes the weapon they apply to WORSE.

No one would ever use them instead of airstrikes, artillery, and UAV's.
SHHH

They're just going to nerf airstrikes, artillery, and UAVs into uselessness...

#5 GrandLocomon

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Posted 05 February 2014 - 06:57 PM

Except for the fact they take up a module slot, the AMS and MG ones have no downside. Taking up a slot may be too much depending on the mech and game mode though.

#6 Levi Porphyrogenitus

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Posted 05 February 2014 - 07:35 PM

The AMS range modules look very useful for certain mechs, say double AMS builds with 3+ modules.

#7 JudgeDeathCZ

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Posted 05 February 2014 - 09:06 PM

AMS module can do wonders on mechs like AS7-K or STK-5S...we i know that stk have only 2 module slots but you need only zoom module for your 2ERLas+2xERPPC build anyway so what xD .
And machne gun module should be nice on Spider or Locust...and hmmm JM6-DD 6MGuns+2xLPLas...with LPLas module?

#8 Dauphni

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Posted 16 February 2014 - 07:08 AM

I really don't understand why these modules need to come with nerf attached to them. Sure, it might make a weapon outright stronger, but it still uses a module slot that might otherwise be used for Cool Shots, Air/Artillery Strikes, Seismic sensors or whatever else you'd like to have. I think that's enough of a drawback already, it doesn't really need a heat increase on top of that.

But what I'd really like to see if they want to have some weapon variance is something like manufacturer-specific weapons, where the differences are built-in to the item itself.

#9 zztophat

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Posted 17 February 2014 - 02:03 PM

I use the LL mod and the ML mod on my laserboat jester. Mainly because at many points during the match I am engaging targets outside of my optimal range but still within my maximum range and any range extension helps with the damage drop off I suffer in longer ranged engagements while I look for a place to flank (I'm often firing my LLs at around 500m-600m and MLs at 300m-400m).

I'm also trying the AC5 and UAC5 range mods... but they are not seeing much use because I hesitate to burn ammo outside of optimal firing ranges.

#10 Kjudoon

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Posted 17 February 2014 - 02:11 PM

I definitely am not getting it. 2 meters is just over 6 feet not 2 football fields (which is 240yards including endzones). Why would I bother buying any of these silly things to increase from 90 to 92m? Did we forget a zero somewhere and nobody's pointing that out? Right now every single weapon mod if we are getting such miniscule upgrades to weapons are worthless in GP and Cbills unless "m" does not equal meters, but some other unit of measure that got pulled out of someone's kiester or a misprint.

Edited by Kjudoon, 17 February 2014 - 02:12 PM.


#11 kesuga7

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Posted 17 February 2014 - 02:35 PM

3 million c-bills for
4 meters more on a flamerthrower

bad

#12 NextGame

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Posted 17 February 2014 - 02:38 PM

View PostMonky, on 05 February 2014 - 04:54 PM, said:

They say they are going to 'evolve' the concept over time to see how far they can push it. It'd have to evolve pretty far to be useful.


assuming it stops at level 5, the flamer will evolve as far as 5 metres

#13 80sGlamRockSensation David Bowie

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Posted 17 February 2014 - 03:01 PM

View PostNextGame, on 17 February 2014 - 02:38 PM, said:

assuming it stops at level 5, the flamer will evolve as far as 5 metres


A FLAMER WITH 5 EXTRA METERS!!!


PAY TO WIN, OP BS! WHAT HAS PGI DONE! THIS IS MADNESS





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