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So I Bought The Improved Gyro Module

Module

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#21 Goose

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Posted 08 May 2014 - 09:26 AM

View PostLynx7725, on 08 May 2014 - 01:56 AM, said:

Advanced Target Decay is good for direct fire mechs as it gives you an indication of the direction your target is heading towards. You can use this to set up the next phase of engagement.

I hope this isn't Working As Intended™ …

#22 Sephlock

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Posted 20 May 2014 - 07:19 PM

View PostEl Bandito, on 08 May 2014 - 02:20 AM, said:



WAHAHAHAHAHAHAHA!

Posted Image

Quote

Sorry, couldn't help it. Perhaps next time when you wish to spend multimillion C-Bills and buttloads of GXP , do consult us folks in the forums first?
Speaking of, is there any word of more modules coming out, or can I safely waste use my GXP on mechs since my patience is wearing thin?

Edited by Sephlock, 20 May 2014 - 07:19 PM.


#23 Kassatsu

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Posted 20 May 2014 - 08:00 PM

View Postzhajin, on 08 May 2014 - 06:11 AM, said:

on a slightly off topic what ever happened to the weapon buff modules? they put all that effort into creating them, release small subset of them and it has been crickets on the subject since.


Isn't that how the entire game has been released?

Edited by Kassatsu, 20 May 2014 - 08:00 PM.


#24 Jun Watarase

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Posted 21 May 2014 - 04:21 PM

Remember when we were stuck with the MWO earthquake simulator for months in closed beta? And then a dev got hit by chainfiring ACs and realised it was broken, and they made this post on the forums that was like "oh hey we finally realised it after months of you guys posting on the forums". And everyone facepalmed.

And now its still an earthquake simulator (although not as bad), all you need to do is boat ACs/LRMs and chainfire.

#25 Hillslam

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Posted 21 May 2014 - 04:37 PM

That was how we lost Knockdown.

The squawkers chain tackling Paul or someone in a match.

Next patch, no knockdown.

So - devs playing their own game comes with both an upside and a downside.

#26 Ovion

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Posted 22 May 2014 - 03:49 AM

View PostCapperDeluxe, on 08 May 2014 - 09:13 AM, said:

Also useless: hill climb and all of the weapon range extend modules


Buyer BEWARE!
Not true!
The Machine Gun and AMS extend modules are not useless.
Neither have any negatives, and just extend their targets range, and some mechs, such as those boasting 4-6 MGs or 2AMS can benefit from them.
A little pricey though, but the extra range can catch people off guard, and help lights live longer.

The Streak Module might be OK, only slightly reducing RoF, but ultimately, too expensive for what it does.

Otherwise... pretty much.
Hill Climb is pants.
The other Weapon Modules, the negatives and cost outweigh the bonuses by a good margin.
And the Flamer Module is just a bad joke atm.

The Level 3/4/5 versions might be worthwhile though, depending on exactly what they do.

#27 Cavendish

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Posted 22 May 2014 - 04:00 AM

Agree on the benefits of the AMS module, if you run a dual AMS its rather effective (but for the love of Blake, load up on ammo for the AMS if you have it! In my Jester I have managed to run dry with 5 tons of AMS ammo halfway through a game but that was around LRMageddon 2.0 ).

Something about this gyro thing I think PGI should consider is basing the shake factor on the mech weight. A 100t Atlas should barely shudder from LRM hits while a 20t Locust would be bounced around quite a bit.





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