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Are Range Upgrades Worth It/useful?


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#41 Mechteric

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Posted 07 February 2014 - 07:56 AM

All existing modules in the game are infinitely more useful in more combat situations than the range upgrade modules.


I would prefer they separate weapon modules into their own category of slots, that way they don't have to compete with arty/air strikes, UAV, and other useful strategic devices.

Edited by CapperDeluxe, 07 February 2014 - 07:57 AM.


#42 Roughneck45

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Posted 07 February 2014 - 08:02 AM

The fact that they add heat to your weapons makes them even more useless.

#43 TercieI

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Posted 07 February 2014 - 08:08 AM

View PostRoughneck45, on 07 February 2014 - 08:02 AM, said:

The fact that they add heat to your weapons makes them even more useless.


I love them! They let me save my C-bills for Firestarters without any qualms!

<rolleyes>

#44 Khujjo

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Posted 07 February 2014 - 08:11 AM

As the modules are set up now where you only have 2-4 general module slots for any type of module they are not worth taking over consumables and a couple others like target gathering. If/when PGI separates the module slots into categories like weapons, movement, sensor, pilot feat, support, flexible then they will be useful as you have module slots that can only take weapon modules. This is according to community update from Dec 20, 2013 by the way. Not sure if this module category breakdown is still the plan...

Edited by KhujjoBD, 07 February 2014 - 08:12 AM.


#45 Fut

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Posted 07 February 2014 - 08:11 AM

These Weapon Modules seem incredibly lame to me.

Most of that lameness coming from the lazy way that they have been implemented! No flavour text, no immersion into the BT Universe, just boring bland "Range Extender". It's a lot like the unimaginative descriptions for all of the weapons in the game "Medium Laser: A medium weapon that does medium damage at medium range"... Gee, thanks.

I believe it was Joe Mallan (I'd link to his post, but I'm lazy) that suggested that all weapons should have their own module slot(s). And that these Weapon Modules should be based on the different manufacturers of the weapons.
Aberdovey Mk II Medium laser - Increases Range by X
Kajuka Type 2 Bright Blossom Medium laser - Increases damage by X
Krupp Model 2 Medium laser - decreases cooldown by X
Etc etc

Edited by Fut, 07 February 2014 - 08:14 AM.


#46 Koniving

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Posted 07 February 2014 - 08:15 AM

View PostRedshift2k5, on 07 February 2014 - 07:54 AM, said:


Even though Clan mchs are stuck with a permanent engine, those stock engines are already way higher rated than stock engines for similar weight IS mechs.
  • Summoner: 70 tons, 350XL stock, 86 kph
  • Orion: 70 tons, 300 standard stock, 64 kph
The Summoner is clearly "gimped", right? Obviously Clan lights are a different issue, but even then no IS mech is going double or quadruple their speed. Hyperbole!



Factor in pilot skills.. 71.3 for said stock Orion. Switch to XL 350. 85.5 kph.
Most Summoner configs have single ballistic on the summoner, one has two. All of them come on the same arm. And this is one example.

As you said yourself, Clan Lights are another issue many of them failing to go above 100 kph. And unable to change their engines, well what does that say for the Adder and Kitfox? The Hunchback IIC still has a 64.8. But our Hunchback can go 98.

But on an earlier topic, the Adder's ER PPCs are so large they take the entire lower arms in art. But on MWO the inner sphere ER PPCs are so tiny that on the Blackjack's chest the barrels are smaller than the cockpit. Or on the arms, skinnier than AC/20s which are exactly as thick as AC/2s for some odd reason. There's no risk in bringing an AC/20 on a blackjack -- why? Because the barrel doesn't get any bigger. In fact the UAC/5's three barrels combined with the metal rings around them are smaller than the UAC/5 bullet (and each barrel is thinner than MG barrels). But that's me being picky on weapon scale. I believe the bigger your weapon is the thicker the barrel should be (for autocannons) and PPCs weren't depicted as short barreled because that's what snub-nosed PPCs are. Literally barrels too short to properly focus the beam, creating a shotgun-like unfocused beam.

I still haven't seen a single Clan mech that can match 150, let alone the talk of light mechs going up to 179 that I heard back in December.

Edited by Koniving, 07 February 2014 - 08:17 AM.


#47 joedawg39s

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Posted 07 February 2014 - 09:16 AM

Right now they are outclassedby regular modules.

http://mwomercs.com/...ls-and-modules/

in here they talk about splitting up the modules by type which when combined with the higher lvl modules would fix them

#48 Gorgo7

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Posted 07 February 2014 - 09:39 AM

I bought the SSRM range extender and leveled it to two.
Last night i found myself at ranges of about 250m with my target fleeing. The extra 12 meters range allowed me to land damage as opposed to premature detonation.
I love the SSRM extender.

Happy Hunting!

#49 Nacho Cat

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Posted 07 February 2014 - 09:43 AM

From Feb 3 Project Update: http://mwomercs.com/...date-feb-32014/

Weapon Modules - Range Tier 1 and 2

[color=#959595]A new set of modules are now available to be equipped to your favorite 'Mechs. This first release of weapon modules affect overall range of the various weapon systems of MWO. Please keep in mind, these modules are not a straight up buff, there are drawbacks to each of them and you should make your purchases carefully. You may notice that the numbers that are being incremented are small. This is as intended. They are micro-increments that will be spread across 5 tiers as they are added to the game. The 5th tier of a module should be considered "end game". This does not mean there's a hard cap at Tier 5, it is simply where we plan to stop until further investigation is put into seeing how far we can push these modules without throwing the entire game out of balance.[/color]

#50 ShinVector

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Posted 07 February 2014 - 11:11 AM

View PostShar Wolf, on 06 February 2014 - 09:14 PM, said:

The dropoff calculations include the increased maximum range as well? (feeling to lazy to do the math myself - esp since the way my brain is working tonight I would probably do it wrong)


Yep.

281M MLs MAX.
5 Damage / 281 M = 0.0177935943060498 damage per meter.

330M - 281M = 49M - Over ideal range distance.

49M * 0.0177935943060498 = 0.8718861209964402 = Damage lost over 49M.

5 Damage - 0.8718861209964402 = 4.12811387900356 Damage done.

Just an example... To show the little bit of practical bonuses increased range gives you.
Light pilots who has gone around sniping with ERLLs will probably appreciate having a different but similar play style to try out once Tier 5 is out.

Edited by ShinVector, 07 February 2014 - 11:12 AM.


#51 ShinVector

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Posted 07 February 2014 - 11:15 AM

View PostFut, on 07 February 2014 - 08:11 AM, said:

These Weapon Modules seem incredibly lame to me.

Most of that lameness coming from the lazy way that they have been implemented! No flavour text, no immersion into the BT Universe, just boring bland "Range Extender". It's a lot like the unimaginative descriptions for all of the weapons in the game "Medium Laser: A medium weapon that does medium damage at medium range"... Gee, thanks.

I believe it was Joe Mallan (I'd link to his post, but I'm lazy) that suggested that all weapons should have their own module slot(s). And that these Weapon Modules should be based on the different manufacturers of the weapons.
Aberdovey Mk II Medium laser - Increases Range by X
Kajuka Type 2 Bright Blossom Medium laser - Increases damage by X
Krupp Model 2 Medium laser - decreases cooldown by X
Etc etc


Hey... At least so, far it seems to be once change that did not obviously come riddled with BUGs ! :P

Edited by ShinVector, 07 February 2014 - 11:15 AM.


#52 Void Angel

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Posted 07 February 2014 - 11:15 AM

View PostKoniving, on 07 February 2014 - 07:44 AM, said:


Gotta remember, they're keeping the flavor. We're more likely to see a charge mechanic on Clan ER PPCs. But honestly with how they gimped these mechs to be slow as dirt while all inner sphere mechs are about 2 to 4 times faster than they were intended to be we'll be seeing Inner Sphere Gundams against Booster-less Armored Core Frames.

Ehh, it's possible, but the ER Laser example they gave was only a 2 damage difference over the Inner Sphere; that's a much smaller difference than the 50% damage buff of Clan ERPPCs. If they simply add a charge-up, they'd have to give it a different charge-up time/hold time than the Gauss rifle - or the whole reason they put in the charge-up mechanic would be invalid for Clantech. So while it certainly could happen that they put in a 15-damage energy weapon, I'd expect to see something with less damage (possibly less heat/damage) than the tabletop version.

#53 Koniving

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Posted 07 February 2014 - 11:20 AM

View PostVoid Angel, on 07 February 2014 - 11:15 AM, said:

Ehh, it's possible, but the ER Laser example they gave was only a 2 damage difference over the Inner Sphere; that's a much smaller difference than the 50% damage buff of Clan ERPPCs. If they simply add a charge-up, they'd have to give it a different charge-up time/hold time than the Gauss rifle - or the whole reason they put in the charge-up mechanic would be invalid for Clantech. So while it certainly could happen that they put in a 15-damage energy weapon, I'd expect to see something with less damage (possibly less heat/damage) than the tabletop version.


Dunno. It's all up for debate really. After all LPL and Large Lasers in the Inner Sphere tech does more damage than the TT. The ML makes more heat than the TT. Then there's also time delays. For example what if the IS is 4 seconds, but the clan tech gets 15 damage for a 5 second wait between shots? After all Large Lasers have a 0.25 second longer wait than ML in the IS tech. And while a charge up mechanic can fail to fire, the Clan ER PPC with a slightly longer refire rate can make a world of difference versus it being able to fire at the same speed as the IS version.

Personally I think that PPCs should have received a time-delayed tweak. Press fire, wait, watch cool build-up effect, shot fires. I loved how it was in Closed Beta; it looked like a ball forming at the end of your barrel and then WHOOSH! Back then there wasn't any lag compensation though and it got removed. Though even now those with lag would wait even longer. That's not too good. But the visuals!

Edited by Koniving, 07 February 2014 - 11:22 AM.


#54 Void Angel

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Posted 07 February 2014 - 11:29 AM

It's hard to debate when all we have is speculation. They could try to balance the ERPPC with a longer refire time, but will they do that after all the trouble they went to (and the flak they took) to limit high-pinpoint alphas? They might - it depends on how balanced they find the weapons to be in relation to the Omnis, and if they feel no other solutions work better. But it's very difficult to prognosticate about how all this interrelated stuff will hash out in the end.

#55 Bagheera

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Posted 07 February 2014 - 11:41 AM

Tried a couple of them. Totally not worth the heat increase, and the usefulness of a range increase of so little distance is dubious at best. SRM6 Range module does not show the added range in your weapons readout in a match, and since shitdetection is so bad with them it's really hard to tell if you get the added 12 meters at all. Honestly though, for the amount of heat added going from 270 to 282 meters is effectively useless.

Honestly, range, imo, is the least useful thing for a module to affect. I'll be selling both of the ones I tried.

View PostVictor Morson, on 06 February 2014 - 04:02 PM, said:

Go get some strikes, a UAV (A great way to grind XP), coolant 9 by 9, a capture accelerator, even an adv. seismic sensor.. just don't waste your time on a module that increases your heat even a little bit for absolutely pathetic range increases like that.


And this is the best answer in the thread. Honestly, you guys can forget the clan speculation. It won't have any affect. In order for the range modules to be more useful than the previous set of modules they would have to buff them beyond belief, which they are not going to do. Even when clanners come along, I'd still rather carry strikes, target id, and limited wallhack module. :P

Edited by Bagheera, 07 February 2014 - 11:45 AM.


#56 xengk

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Posted 08 February 2014 - 12:02 PM

View PostOsric Lancaster, on 06 February 2014 - 10:50 PM, said:

Not really a fan of duplicating er medium lasers as a module upgrade.


Personally, Im not exactly sure we will be getting IS ER ML, since they come out in 3058.
The amount of GXP to dump into this poor man ER ML probably isn't going to be funny.

#57 JC Daxion

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Posted 08 February 2014 - 12:17 PM

I really liked the idea of adding them to Small lasers... Or Better yet, medium pulse.. I was thinking if i could get like +40m outta them it would be totally worth it.. But as is, i passed..

For now, going with seismic, Target range, and 360 target retention is a much better option.. For my BAP mechs, instead of target range, i go with info gathering, or target retention.


Now, If they added separate weapon modules, as weapon module slots.. Or perhaps engine tweaks, or something else then i could see them being valuable.. Keep your normal module slots, then add another slot to add weapon/engine/speed/twist.. ect enhancements..

#58 Void Angel

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Posted 08 February 2014 - 12:24 PM

Remember, these are just rank 1-2 of 5 ranks they're eventually going to have out - something to do with the coming overhaul of the skill system. I also think they actually have said something about separate role-based modules, and I definitely agree that these weapon modules would need to fill a slot type - even once they come out with the level 5 modules, unless ranks 3-5 ramp up the bonuses. They're just not competitive with Modules like Airstrikes, Artillery, Seismic Sensor, Airstrikes, Target Retention, Artillery, and Artillery.

#59 Vanguard319

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Posted 14 February 2014 - 05:40 PM

View PostRoughneck45, on 07 February 2014 - 08:02 AM, said:

The fact that they add heat to your weapons makes them even more useless.

because heat increases measured in tenths and hundredths of a point are sooooooo insurmountably crippling (sarcasm)

Edited by Vanguard319, 14 February 2014 - 05:42 PM.


#60 TercieI

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Posted 15 February 2014 - 10:29 AM

View PostVanguard319, on 14 February 2014 - 05:40 PM, said:

because heat increases measured in tenths and hundredths of a point are sooooooo insurmountably crippling (sarcasm)


And range increases measured in single digits are SO worth worth giving up real modules for... (Sarcasm yerself)

These things are a joke. Maybe at level 5 a few will merit some consideration vs. other modules, but right now they're hilariously pointless. The extra heat is just insult to absurdity.

Now if each mech got a "weapon module slot" alongside its normal module slots, there might be a conversation.

Edited by Terciel1976, 15 February 2014 - 10:53 AM.






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