Almond Brown, on 28 April 2014 - 09:20 AM, said:
I am curios. How do you compare the only 2 damage based Modules against the others that do no damage at all?
Let's say all the QQ and Whiners win this battle and PGI decide to limit it to only one (Arty or Air) per Mech, which do you vote to keep? If you say Air, then Arty is not OP, and visa versa.
Nobody here is going all QQ. You're making false comparisons and hyperbole. All anyone here is talking about is increasing cooldown, possibly changes to splash range or time to target, or possibly increasing projectiles while decreasing damage.
Mostly I'm good with just increasing cooldown. 30 seconds would be good. 20 hits of 20 with smaller splash? That'd be awesome too and stop headshots, though I admit those are funny as hell.
Screech, on 28 April 2014 - 09:21 AM, said:
Compare Arty to Advanced Zoom Module to folks using PPCs or Ballistics. Compare Arty to Target Decay Module for LRM users, Compare Arty to 360 Target retention module for SSRM users. Seems like Arty/Airstrikes are a second tier module used when space allows, hardly a mandatory module by any means.
Sure. I use 4x PPC in a BM without zoom. You keep to 500m you don't need it that much. Same with target decay for LRMs. If I'm dropping in a competitive match or 12v12 or with friends going tryhard, absolutely. The first two slots are 1x arty, 1x airstrike. Then the 3rd module (4th if it's my D-DC) are based on my loadout. Because none of those other modules are going to equate to as much total damage. They can be beneficial, sure. Arty/Airstrike can be absolutely deciding in a match. Especially if you keep up the rain with your teammates. 24 arty/airstrikes dropped on the other team, individually and in groups, that turns the rest of the match into cleanup.