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Psa: Don't Buy Or Level Up Weapon Modules Yet


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#1 Sephlock

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Posted 22 February 2014 - 06:35 AM

They aren't worth it, especially not for new players. That 3k could get you a shiny new Firestarter, which will get the cash flowing in.

#2 Koniving

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Posted 22 February 2014 - 07:37 AM

Definitely believe the MG and the AMS ones to be worth it -- eventually. Like maybe after having your third mech.

Oddly enough those 2 "weapon modules" have zero punishment... (...who designed these things?)

#3 Xeno Phalcon

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Posted 22 February 2014 - 07:40 AM

I have the LBX10 version, while it dosnt really have much effect it makes me feel better....like a decal only I know is there.....


mechwarrior trampstamp?

#4 Koniving

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Posted 22 February 2014 - 07:41 AM

Xeno, do the shots get tighter or is it just more damage further out?

#5 Wintersdark

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Posted 22 February 2014 - 07:45 AM

They are pretty shockingly bad.

#6 Bhelogan

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Posted 22 February 2014 - 07:46 AM

3M, not 3K. So yea, basically these are things you level because you have nothing else to use GXP on. But, you don't buy them because the module slots generally have much better use elsewhere.

#7 Wintersdark

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Posted 22 February 2014 - 07:52 AM

View PostKoniving, on 22 February 2014 - 07:41 AM, said:

Xeno, do the shots get tighter or is it just more damage further out?
the range difference is so small, even if it did maintain the same spread at the new optimal range, it'd make no real difference.

That's the problem with these range modules. Because of the way weapons still do damage to twice/three times their optimal range, targets are rarely actually out of range. And when they are, this module brining them into range will cause you to do insigificant damage. What they really do is add a ridiculously tiny amount of damage for shots beyond their old optimal range. A sometimes benefit for a constant disadvantage. Terrible trade.

With that sad, I think they may be worthwhile for SRM's (after they are fixed), as that range extension would be actually useful.

#8 Koniving

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Posted 22 February 2014 - 07:54 AM

View PostWintersdark, on 22 February 2014 - 07:52 AM, said:

the range difference is so small, even if it did maintain the same spread at the new optimal range, it'd make no real difference.


They go up to level 6 without having to buy new modules. But only 1 and 2 are available.

#9 Wintersdark

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Posted 22 February 2014 - 08:03 AM

IIRC weapon spread in cryengine is specified by degrees, not spread at range, so I'd definitely assume the range modifier would have no impact on spread.

#10 Modo44

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Posted 22 February 2014 - 08:06 AM

These modules are toys for now. If you sink your Cbills/XP into that, do not expect much use until higher levels become available. Even the ones that seem decent on paper, i.e. AC5 and AC10 range, do not help much compared to other modules or consumables. (I tried ML and AC5 range so far, am not impressed.)

#11 Xeno Phalcon

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Posted 22 February 2014 - 08:18 AM

View PostKoniving, on 22 February 2014 - 07:41 AM, said:

Xeno, do the shots get tighter or is it just more damage further out?


Damage further out, Did some testing and if the module is effecting the spread it is so tiny its utterly indistinguishable to a normal LBX10 shot. I did notice that LBX shot uses the same sort of effect as SRMs in that it spreads VERY early on in its flight time and quickly reaches a max spread no matter how far its being shot down range. It juggles a set of flight patterns randomly when fired, if you sit and fire it enough times you'll notice it uses the same 4-5 shot patterns and with my orion most of them focused the bulk of the shot just below my reticule so rather than aim at what I want to hit I need to aim slightly above it.

This also means among weapon mods the LBX10 one is especially worthless, as its only effecting the long range damage which is pretty much scattered across a mech anyways and largely annoying more than dangerious: IIRC LBX10 mod should be changed to effect spread rather than range.

#12 Koniving

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Posted 22 February 2014 - 08:20 AM

There's supposed to be 45 patterns. That makes me sad that only 5 or 6 are being used. :'(

#13 Xeno Phalcon

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Posted 22 February 2014 - 08:21 AM

View PostKoniving, on 22 February 2014 - 08:20 AM, said:

There's supposed to be 45 patterns. That makes me sad that only 5 or 6 are being used. :'(


Well might be 45 and my tiny brain is lumping them into 5-6 that 'look close enough' O.o

(Also just occurred to me, each mech may not have access to all of the patterns based off how the LBX is mounted on it)

Edited by Xeno Phalcon, 22 February 2014 - 08:24 AM.


#14 Koniving

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Posted 22 February 2014 - 08:30 AM

Good possibility. It'd be a trick that some companies would use to make more distinctive differences. Perhaps some have more favorable patterns? I know the Heavy Metal is awesome with an LB-10x.

Fast-forwarded from the Battlegrid Tutorial.
And fast-forwarded from "Heavy Metal; Deadlier than the meta."

But yeah. Shotgun patterns. They're super tight with the HM (and the Victor).

#15 C E Dwyer

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Posted 22 February 2014 - 08:40 AM

View PostKoniving, on 22 February 2014 - 07:54 AM, said:


They go up to level 6 without having to buy new modules. But only 1 and 2 are available.



will it be worth it for the heat trade off ?

I have my doubts, but maybe srms, streaks mg's and ams will actually be worth trying

#16 oldradagast

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Posted 22 February 2014 - 08:42 AM

I honestly think the current modules are basically placeholders. They do next to nothing - thus avoiding breaking the balance of the game - and cost a lot and eat up module slots. In time, someday, we may see more balanced and useful ones, but I wouldn't waste any money or XP on any of the ones that have a drawback.

#17 Koniving

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Posted 22 February 2014 - 09:00 AM

View PostCathy, on 22 February 2014 - 08:40 AM, said:

will it be worth it for the heat trade off ?

I have my doubts, but maybe srms, streaks mg's and ams will actually be worth trying


Depends on the heat trade off. But I imagine an intelligent developer would use more than just heat. For example, delays in firing speed.

Personally if I were designing it, some weapon modules might decrease your range as a penalty for being able to fire faster.
I would have the modifications have some physical presence (example, + 0.5 tons) or even remove some physical presence (-0.5 tons) depending on what it is.
And the names would be better, too. Laser focusing lens. Barrel rifling or extended barrel. Short-barrel. Missile fuel pods.

AMS is definitely worth it. There is no penalty. And apparently it's very effective.

Edited by Koniving, 22 February 2014 - 09:01 AM.


#18 Redshift2k5

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Posted 22 February 2014 - 09:25 AM

Range/heat is a good place to start, and I'm glad they're startign small with lots of room to grow. I do wish the modules were much cheaper, since these are tier 1 & 2 and are pretty mild buffs.

Changing the weapon weight probably can't be done in the module section, or would probably require a bunch of modification since that section of the mechlan doesn't interact with the loadout section

#19 Remarius

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Posted 22 February 2014 - 10:44 AM

View PostKoniving, on 22 February 2014 - 07:37 AM, said:

Definitely believe the MG and the AMS ones to be worth it -- eventually. Like maybe after having your third mech.

Oddly enough those 2 "weapon modules" have zero punishment... (...who designed these things?)


This. My Ember has the MG one and my dual AMS Firestarter (S?) has the AMS one as we've been using the second as a mobile anti missile system in 4 mans. :)

The others seem a total waste of space in their current form.

Edited by Remarius, 22 February 2014 - 10:45 AM.


#20 Koniving

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Posted 22 February 2014 - 10:53 AM

Indeed. There's three of the Firestarters with twin AMS here and extended AMS. They tear my streaks apart pretty well until I finally get the chance to notice it happening; then I countered it with slight changes in playstyle. Vid starts at the start of the fight (enemy LRM boat and ECM Raven), and later on the three firestarters, an Orion, Stalker, etc. all coming to fight me in my Griffin.





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