Range Modules
#1
Posted 04 June 2014 - 05:35 AM
I would think the guass rifle one would be good, but other then that I have trouble imagining equipping these things.
#2
Posted 04 June 2014 - 05:53 AM
Edited by El Bandito, 04 June 2014 - 05:57 AM.
#3
Posted 04 June 2014 - 06:52 AM
#4
Posted 04 June 2014 - 06:53 AM
#5
Posted 04 June 2014 - 06:53 AM
#6
Posted 04 June 2014 - 06:56 AM
#7
Posted 04 June 2014 - 06:56 AM
Khobai, on 04 June 2014 - 06:53 AM, said:
That's going to put even more distance between newbies and veterans. AC5 alone will get 65 meters of range at T5 if we go by current value. Multiply it by 2 for max range and that's 130 meters of difference.
Edited by El Bandito, 04 June 2014 - 06:57 AM.
#8
Posted 04 June 2014 - 06:57 AM
#9
Posted 04 June 2014 - 07:07 AM
Until the module system is revamped to where I don't have to choose between a consumable and a hard module, the consumable will always win.
#10
Posted 04 June 2014 - 07:12 AM
Compared to arty the module usefulness is worlds apart. At the least as they are currently implemented they should not increase your heat level over standard at all. Its still hard to justify a few metres extra is worth a module slot even without a heat pentalty...
#11
Posted 04 June 2014 - 07:47 AM
Pre Patch:
200-400m @ 5.00
208-416m @ 5.20 (lvl2 module)
Post Patch:
220-440m @ 4.60
228-456m @ 4.80 (lvl2 module)
This also brings up a good point, are they going to adjust the weapon module range increased based on the new AC and Energy weapon ranges? Because the weapon modules were scaled based on the previous ranges I would find it likely that the AC modules will get reduced to fit the new, lower, ranges. However, I hope that they do not considering they might actually be worth something now.
Edited by Solahma, 04 June 2014 - 07:53 AM.
#12
Posted 04 June 2014 - 07:52 AM
#13
Posted 04 June 2014 - 08:06 AM
The Flying Gecko, on 04 June 2014 - 05:35 AM, said:
I would think the guass rifle one would be good, but other then that I have trouble imagining equipping these things.
Yeah, these modules could use a little help...so far the only one I have used is the Machine Gun one, as it doesn't have a heat side effect, and MGs are so short range in the first place I figure every extra meter counts. Even on the one mech I have it fitted to, I could probably live without it...but I also don't feel like I need anything else in that module slot either so it stays.
PGI sure did make sure these mods were encased in as much nerf as possible- They cost GXP to unlock, they cost millions of Cbills for the module and also cost an open module slot...and then as you point out, they don't add very much range and many of them add extra heat. (like they needed even more nerf!)
People have brought this up about these modules at least a few times here, and many would love for PGI to give these a little lift somehow. Me personally, I feel they either need to be more powerful or they need to be cheaper... and they especially need to lose the added heat, I would bet that for most people the added heat is the straw that breaks the camels back with these.
#15
Posted 04 June 2014 - 08:40 AM
Also PGI has said that they plan on revamping the Module system at some point so mechs will have seperate consumable slots and then different kinds of module slots. I can imagine this being one way to make some mech variants more appealing by having say more damage modifier slots or support slots than another variant of the same mech. Take the Raven for example, the 3L could have more support and scouting module slots while the 2x and 4x would have more offensive module slots.
#16
Posted 04 June 2014 - 08:42 AM
#17
Posted 04 June 2014 - 12:57 PM
#18
Posted 04 June 2014 - 01:02 PM
Barantor, on 04 June 2014 - 06:53 AM, said:
I'd prefer if we could add them as upgrades to individual weapons. Each weapon might get a slot or two or even a few to place upgrades. Upgrades would cost, but not as much, and each would be tied to a manufacturer. They'd give a wide range of benefits with drawback, and might even do things like improve AC time of flight, by firing multiple rounds.
you'd then be looking at a Chemjet AC20, or Pontiac, ect. ect. ect. each with their own benefits and drawbacks.
Allow the drawbacks to be minimized on mechs where that specific weapon is stock.
Edited by Prezimonto, 04 June 2014 - 01:02 PM.
#19
Posted 04 June 2014 - 02:15 PM
Barantor, on 04 June 2014 - 06:53 AM, said:
I don't think chassis need weapon specific quirks. I would prefer to see the modules invert their benefits to increase Long Range by the larger amount than the increase of the Maximum Range. This could also be used as the effect of the Clan Targeting Computers. There is no sensible way for it to help a player aim better, and it would translate it's effect of increasing average damage output (from missing less often) in Battletech, to increasing average damage output in MWO by hitting for full (or closer to full) damage more often. That's basically what I see the Modules intending to represent as well, better Pilot Gunnery skill from Battletech which would result in less misses/more average damage output.
#20
Posted 04 June 2014 - 02:25 PM
Even made a thread linked in my sig to share some idea on what I'd like to see.
And an alternative is to apply weapon mods directly on the individual weapons
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