Jump to content

With The Module System Change, More Weapon Modules Types Are Badly Needed

Module Gameplay

2 replies to this topic

#1 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 12 July 2014 - 07:55 AM

With the proposed new module system, having only Weapon Modules that extend range at the price of extra heat is simply insufficient.

You're basically taking away useful slots (mech modules) for slots that are for many builds completely useless - brawlers rarely need extra range, and never need extra heat.


The concept - separate weapon mod slots - is awesome if we've got choices for what to put in their. But currently, we don't. Sure, there are different mods for different weapons, but for any given weapon system +range+heat is the only option available.

Worse, this tends to play into the long-range dominant nature of the game, currently - but I don't think this should be looked at as a balance feature.

Anyways, we desperately need options. Say, the opposite of the current ones: less range, less heat.

I'd suggest:
Lower range, lower heat.
Lower range, higher optimal range (increase the range the weapons do full damage at, but decrease the maximum range, say X% increase to optimal, and 2*X% decrease to max)
(UAC ONLY) Slower cycle time, decreased jam chance
(LASER ONLY) Decrease burn time, increase heat
(MISSILE ONLY) Increase flight speed, decrease damage
(MISSILE ONLY) Decrease flight speed, increase damage (this and the above representing more/less missile payload space devoted to thrust vs. warhead)
(AC ONLY) Increase projectile speed, decrease ROF


The list goes on and on.


Pretty please? As things stand, the module system changes don't really generate any excitement, as while we technically get more slots, several of those slots (including the Mastery bonus slot, which really sucks) are useless and even harmful to a lot of builds.

#2 LauLiao

    Member

  • PipPipPipPipPipPipPipPip
  • 1,591 posts
  • LocationCalifornia

Posted 12 July 2014 - 09:15 AM

Personally, since we'll be naturally limited in the number of weapon slots we can use, and the fact that the weapon modules at best only make weapons marginally better, why do we need the drawback on them at all? You're going to be taking away actual useful modules from me, at least let me get that extra 4 meters of range out of my medium laser without more heat.

And yes, if HALF our module slots are going to be dedicated to "weapon" modules, we need a HELL of a lot more of those.

Edited by LauLiao, 12 July 2014 - 09:17 AM.


#3 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 12 July 2014 - 09:16 AM

Weapon modules should't have any inherent downsides, because the natural downside of all mods is that they are in competition with each other. For example, using Seismic Wallhack takes up a slot that could have been used on Radar Derp, or whatever. Mech mods and consumables have no negative attributes, so it only makes sense for weapon mods to also be only positive.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users