Now that I've slept on it, I have a batch of questions and thoughts about these modules!
Speed Retention: ...actually, this one seems okay.
Shockabsorbance: This is a really weird decision. Why are you adding this at practically the same time as you are changing how fall damage works? Does nobody understand what is game design, even? You should not be changing multiple things that relate to a single game element at the same time. You should not have even considered adding a module just to reduce fall damage at the same time as you were looking at adjusting fall damage itself- this is poor planning at best.
Radar Deprivation: This is ridiculous. Unless you're going to make LRMs already in the air stop switching to dumbfire mode the instant lock is lost, you've just thrown another ball and chain on the ankles of anyone trying to use LRMs for indirect fire- and there are already a lot of players who essentially refuse to use LRMs at all because they find indirect firing LRMs unreasonably difficult to get results out of. This is especially true when you consider how this module will interact with poptarting 'mechs. What you've done here is
reinforce the common metastatic tactic, at the same time as you're trying to reduce it's effectiveness and popularity. I have no idea how you could excuse this as a game design oversight- surely
someone in the studio realized how useful this module would be to poptarters. This is borderline forcing anyone trying to counteract poptarters into using high-travelrate projectile weapons to counter them..... the exact weapons loadout that poptarters use. What even is this decision. This is like..... I don't even know what this is like. I can't actually think of a time when a game producer I'm aware of has done something like this. Incidentally, that is a
good thing and it should
stay that way.
(It should be noted that at the same time, I think the target lock retention module is irrationally strong as it currently stands, but that should be fixed by adjusting
that module, not adding
this module. If you are attempting to use this as a counter for that module, it should reduce all lock retention time by a significant percentage, not eliminate it entirely.)
AMS Overload: I'm not sure this will even matter? How fast does the AMS re-aim at a new missile, and is that affected by the AMS Overload module as well? If it's not, all this module will do is force the AMS to eat ammunition more quickly. I don't understand this module.
Enhanced NARC (I corrected your spelling): I presume 'speed' refers to the speed at which the NARC beacon flies? If this is a boost to the speed missiles fly at the NARC'd 'mech, you're making a significant mistake here (as the furor of the highest recent missile travel speed should tell you). I also have to assume that the 'tag duration' refers to how long the NARC beacon remains on the target, since this is a NARC module and not a TAG module. What the heck is an 'EMP duration', though? Are you referring to the duration for which the NARC stops ECM on the 'mech it's attached to? If so, why? Isn't the note that this module increases the NARC beacon duration enough on its own? This is described confusingly, please fix it.
Edited by Quickdraw Crobat, 11 June 2014 - 05:41 AM.