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Devs, Clarification On The Weapon Range Upgrade Module Please...


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#1 Skyfaller

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Posted 21 February 2014 - 02:38 PM

  • Medium Laser Range 1: Increase the long range of a Medium Laser by [5.4] meters, increase heat output by [0.08], increase maximum range by [10.8] meters.
  • Medium Laser Range 2: Increase the long range of a Medium Laser by [10.8] meters, increase heat output by [0.16], increase maximum range by [21.6] meters.
Does this mean that if I have it at '2' my weapon has:


Increase the long range of a Medium Laser by 16.2 (tier one 5.4 + tier two 10.8) meters, increase maximum range by 32.4 (tier one 10.8 + tier two 21.6) meters. ?

or is it that at '2' the range is literally the distance mentioned in the description (aka, its tier 1 added on top of another tier 1)??


Either way I'm not finding these upgrades worth it. At best, if its a mere 32 meters increase there's really no point for a med laser weapon that already needs to be darn close to be used.

Only ballistics get some real benefit, particularly the AC2. So how about re-thinking the laser bonuses?

It would make SO much more sense if they upgrade was that it extended the max range twice while leaving the short range as it was.

A med laser would be: Min 200, Max 600 instead of 500 for example.

#2 Kaox Veed

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Posted 21 February 2014 - 03:30 PM

Keep in my there are also suppose to be 5 tiers eventually, these are basically the smallest increments we will see, a tier 5 will be much larger. Of course if they progress like we guess from the first two they are still fairly lacking.

#3 Roughneck45

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Posted 22 February 2014 - 06:19 AM

View PostKaox Veed, on 21 February 2014 - 03:30 PM, said:

Keep in my there are also suppose to be 5 tiers eventually, these are basically the smallest increments we will see, a tier 5 will be much larger. Of course if they progress like we guess from the first two they are still fairly lacking.

I think the tier system is a dumb idea.

No one is going to use these things until we get a max level on them, and who knows if it will even be worth it then. The fact that they add heat makes them even less appealing. Better off walking the extra 50m closer and keeping the higher dps with lower heat. Having them for individual weapons seems tedious as well.

If they had made one for each weapon class that increased range by a flat percentage they might be pretty good, and very appealing to mechs with one type of hardpoint, but as they are now they are not worth taking over any other module.

But like I said, we won't know till we see that last tier.

Edited by Roughneck45, 22 February 2014 - 06:20 AM.


#4 Satan n stuff

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Posted 23 February 2014 - 03:24 AM

View PostRoughneck45, on 22 February 2014 - 06:19 AM, said:

I think the tier system is a dumb idea.

No one is going to use these things until we get a max level on them, and who knows if it will even be worth it then. The fact that they add heat makes them even less appealing. Better off walking the extra 50m closer and keeping the higher dps with lower heat. Having them for individual weapons seems tedious as well.

If they had made one for each weapon class that increased range by a flat percentage they might be pretty good, and very appealing to mechs with one type of hardpoint, but as they are now they are not worth taking over any other module.

But like I said, we won't know till we see that last tier.

A tier 5 range upgrade would be extremely useful for missiles, as it looks to be a linear increase in cost and benefit per tier, so that's a 30m range increase on ( streak ) SRMs. It's a shame you have to get one module for each type of SRM launcher, seems a bit odd given the anti boating stance PGI has taken.
Next up: SRM hitreg module, so your missile shots will actually connect occasionally. ;)





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