

Are Range Upgrades Worth It/useful?
#1
Posted 06 February 2014 - 03:59 PM
They all look cheap though so no problem unlocking the ones someone wants but from what I can see they don't look like they do too much.
Can anyone confirm if they have a superb use in the game or should new players avoid them until they unlock everything else that is useful?
#2
Posted 06 February 2014 - 04:02 PM
I can't believe they put out a module to increase the range of the flamer by *1 meter*. SERIOUSLY?
#3
Posted 06 February 2014 - 04:10 PM
On the whole I doubt we will be seeing much use of them - if any - unless they get buffed a fair amount.
#4
Posted 06 February 2014 - 04:10 PM
#5
Posted 06 February 2014 - 04:23 PM
Once the clan tech hits and gets off the ground, we'll see a use of these extended range modules. But to be perfectly honest if these weapon modules are the "weapon variants" we were promised then words can't describe the disgust and contempt. I certainly hope this isn't "it."
#6
Posted 06 February 2014 - 04:24 PM
Werewolf486, on 06 February 2014 - 04:10 PM, said:
Oh ok it sure did seem weird to have all these nice new modules that did almost nothing good to know they will be buffed in the future.
#7
Posted 06 February 2014 - 04:26 PM
Koniving, on 06 February 2014 - 04:23 PM, said:
I still hold out that those are comming "Eventually" (IE some time after "Soon"

If nothing else that gives them something to add after they run out of mech variants.
#8
Posted 06 February 2014 - 04:28 PM
#9
Posted 06 February 2014 - 04:33 PM
Im sure at some point they are going to make adjustments to this system, but with all the ui2 work they need to put in whos to say when.
As it now your better off putting in much more relevant/practical modules.
#10
Posted 06 February 2014 - 05:01 PM
#11
Posted 06 February 2014 - 06:04 PM

#12
Posted 06 February 2014 - 06:23 PM
#13
Posted 06 February 2014 - 06:28 PM
Adran, on 06 February 2014 - 06:23 PM, said:
Exception: Me and you Adran.

For some weapons (ERPPC Guass and AC/2 come to mind) more range is very nearly irrelevant (unless you can really make use of that extra little max range...but then your damage is so low.....)
But for those little weapons, who are hurt more by a lack of range it offers some very nice possibilities (and the AMS potential... 2AMS with more range? never fear streaks again! Exception: at point blank

Of course they all offer some potential... just not enough for me to spend 3m on one when I am still trying to get more mechs to master.

#14
Posted 06 February 2014 - 06:31 PM
Shar Wolf, on 06 February 2014 - 06:28 PM, said:
Of course they all offer some potential... just not enough for me to spend 3m on one when I am still trying to get more mechs to master.

Precisely that. Though, as someone who refuses to spend money on a mech bay, I have no reason to try and save for mechs I can't use, so it was an easy decision to spend 3m on my Mlas module. Still wish there was an LRM module XD
#15
Posted 06 February 2014 - 06:41 PM
They aren't OP but CAN be useful.
#16
Posted 06 February 2014 - 06:41 PM
These are modules level 1 & 2. Yes they're not great. But imagine what they'll be like by level 5?
Suddenly they might come in to usefulness.
#17
Posted 06 February 2014 - 06:43 PM
Koniving, on 06 February 2014 - 04:23 PM, said:
I'd like to know where they are. Modules. What were they thinking?
Well if you'll follow your own link you might notice that most of the tech you posted is 3068 TRO. Along with light PPCs, endo-composite structure, plasma rifles, multi-missile launchers, heavy gauss rifles, etc . . . that covers the period eighteen years after the clan invasion. Okay, granted the Silver bullet gauss was nascent NAIS experimental tech in 3051, but come on. Now, I would LOVE me some light PPCs, but we have to earn our advanced tech, one crying gold masakari bondsman at a time.
That said, I would like smoke or inferno SRMs and the like at some point. . . Or an LB10-X that's not infinitely worse than it's standard counterpart. (For real, at least let it shoot down missiles or do something, anything useful.)
Not that PGI's following the timeline or anything, but -
3051 - NAIS starts testing Silver bullet gauss.
3052 - Thunder LRMs
3053 - Albatross, Spector and Daimyo battlemechs, DNI, NAIS testing AP autocannon rounds
3054 - Apollo battlemech, Laser anti missile system, Extended range LRMs
3055 - . . .
Actually I'll let you go through the list if you're interested, here:
http://www.sarna.net/wiki/3055
Lots of potential fodder for CW points or whatever.
EDIT - Oh right, range upgrades! I assume they're place holders. I have to assume this to preserve my sanity.
Edited by Osric Lancaster, 06 February 2014 - 06:56 PM.
#18
Posted 06 February 2014 - 06:46 PM
Koniving, on 06 February 2014 - 04:23 PM, said:
Of course, other than "weapon variants" all we got promised were mech mortars. <.<
>.>
I'd like to know where they are. Modules. What were they thinking?
1
To answer your own question, practically all the weapons you just mentioned aren't developed until 3067 or later. The exceptions are the mech mortar (retrotech), the Rifles, (primitive tech) and the silver bullet gauss (never really made it beyond experimental weapon) Bombast lasers were in MW4, but no one ever used them due to being heavy, having the same excessive heat no matter how much of a charge it had, and an awful range for a heavy laser. I'd say the odds of getting those weapons are better than getting the TSEMP, but still extremely low, and even then not for a long time.
As for myself, I've been using the maxed out AC/5 range module on my Illya, and it does improve the damage slightly at longer ranges, something the haters clearly overlooked. That small increase in range does increase how much damage the weapon can do at a certain range, and while it isn't much, it can make a difference in a long range engagment.
Edited by Vanguard319, 06 February 2014 - 06:55 PM.
#19
Posted 06 February 2014 - 06:52 PM
Or if they never do ignore them - i know hard to do since they clutter up your UI badly.
Get the target info gather module and use that ... best module ever essepcially with BAP so you can quickly cycle targets and pinpoint the weakest mech to kill quickly and eliminate thier firepower from the game.
#20
Posted 06 February 2014 - 07:07 PM
Osric Lancaster, on 06 February 2014 - 06:43 PM, said:
I'm quite aware, but we have the 3D models of Snub-nosed PPCs as regular PPCs. We have Light Gauss Rifle models as Gauss Rifles mounted on light mechs. (Ember + Gauss Rifle = light gauss rifle; the Hollander design has a 'real gauss rifle' on it.) We have Autocannon barrels of about 9 different sizes for AC/20s on different mechs and yet... only one kind of AC/20 to actually use and on 6 of those 9 barrels, the shot is bigger than the barrel! On the Blackjack, all of the ACs are the same size. Only one kind of each AC, actually, but none of them actually fit the lore (there's exactly one AC that is single shot and it happens to be the UAC/20 mounted on the Cauldron Born). There's also LB weapons, we'll use the class 10 as an example, where it can have as few as 2 pellets or as many as 20. Not to mention that they are supposed to be able to load Autocannon class ten ammunition as well.
There's 44 unique laser variants of the Inner Sphere medium laser alone. Just the ML. Not ER ML, not Clan ER ML, not any of that crazy stuff. Some are very low damage and super rapid. Some never stop beaming until they overheat. Some fire off an instant after charging up. Some fire in teal, some fire in cyan, and yellow-green.
There's 13 unique inner sphere Gauss Rifles. Regular ones, not light or heavy. Some supposedly shoot rapidly and manage the standardized damage rating in about the same amount of time at the cost of less damage per shot.
What about the flamer variants? After all, not a single one of the flamers I've read about so far in the books spits out a flame. Instead they spew a chemical that burns on contact (typically causing flames after a second or less of contact with a surface).
I'm certain at some point we'll see 'ammo types'. But what about actual weapon "variants"? That's what I was talking about. Different types of weapons we already have. Armstrong Minigun? Zeusbolt? Pontiac Light? SarLon Maxicannon? Kali-Yama Grand Slam? Defiance Mech Crusher? Rassal Blue-Beam (funny enough that's a blue-teal-beamed medium laser)? Firmir LaserLite? Maxell Maximum? PDVR Piledriver Model 11-D? That's just one of each of the lasers, ACs, and PPCs. That's not even getting into the SRMs and LRMs which all have slightly different traits while still getting the same total damage, ranges and heat within the same period of time.
I mentioned the future tech because we're getting 3D models of them as regular weapons at an alarming frequency as if no one's paying attention to the source material. (Thomas is, but it really seems like he's the only one that actually cares anymore and he hasn't got anything to do with the 3D artwork and models).
Edited by Koniving, 06 February 2014 - 07:14 PM.
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