Useful weapon modules:
Laser:
Small/Medium/Large Laser
a ) Range increase
By exchanging the focus crystals of the lasers, the beam of a laser can be focussed better at the cost of the spectral sensibility. The crystal needs more time to cool down, thus increasing the cooldown-time for the laser.
Quirks:
Module for Small/Medium and Large-Laser Variants, each 2.500/7.500/15.000 GXP
500.000 C-Bills/2M C-Bills/5M C-Bills
Range increase by 12.5%
Cooldown-Duration increase by 6%
Only usable on Standard or Pulse-Laser-Weaponry. Not usable on ER-Laser-Technology.
b ) Damage-Increase
New coils offering less resistance are capable to ramp up the overall energy-throughput of a laser before it has to cool down. While the amount of used energy remains the same, the focus crystal can only maintain a certain energy-throughput per time, lengthening up the firing-process.
Quirks:
Usable on all Laser-Weaponry (Small/Medium/Large)
2.500/7.500/15.000 GXP
500.000 C-Bills/2M C-Bills/5M C-Bills
No further restrictions.
Damage increase of 10%
Beam-Duration increase by 10%
c ) Heat Reduction
One of the best selling tuning kits for lasers is the quite expensive, but still popular "refinement kit". It uses new coils and focus crystals and all parameters have been tweaked to make the weapon more efficient in its general Input/Output function, while maintaining most of their original specs.
Quirks:
2.500/7.500/15.000 GXP
500.000 C-Bills/2M C-Bills/5M C-Bills
Heat reduction of 7.5%
Cannot be used with neither "Range Increase Module" or "Damage Increase Module"
Missiles:
a ) Range-Increase for SRMs and S-SRMs:
By using a more efficient fuel and ejection system, the range of all SRM-missiles could be enhanced. S-SRMs suffer from a slightly more instable flight-behavior due to the increased pressure. In order to hold them stable, they had to reduce the thrust, reducing their speed making them more vulnerable to enemy AMS.
SRMs on the other hand use a more robust rocket design. Still, the pressure hinders any Artemis-System to cope with the increased instabilities, rendering the margin of "enhancements" to zero.
Quirks:
Range of all S-SRM Missiles increased by 15%
Range of SRM-Missiles increased by 12.5%
Speed of S-SRM missiles reduced by 15%
Any Bonus of Artemis IV for SRMs is reduced to 0
15.000 GXP
5M C-Bills
b ) Damage-Increase for LRM-Missiles
By tweaking the explosive to fueling mixture for LRMs, the explosive capacity of these missiles could be enhanced. As this mixture reduces the fuel of any LRM-missile, the range is obviously decreased.
Damage increased by 10%
Maximum range deacreased by 10%
Speed decreased by 5%
15.000 GXP
5M C-Bills
c ) High explosive warhead:
SRMs can be equipped with a high-explosive warhead. While the missile will become more unstable due to its heavy warhead, the damage output can be increased by a visible amount.
Quirks:
Damage increase by 15%
Can only be used on SRMs
Any Bonus of Artemis IV for SRMs is reduced to 0
15.000 GXP
5M C-Bills
d ) Fast-reload mechanism
An alternative reloading mechanism will increase the average reload time of SRMs with the drawback of having a steady-state reload-mechanism, leading to a firing mechanism similar to the Clan-LRM system for SRMs. Thus the ability to "Cluster fire" entire racks of missiles will be replaced with a "chain of missiles". While this chain will also lead to a more accurate firing vector (single missiles have no "spread"), you lose the ability to "splat" someone in the face.
When for example the last missile of an SRM6 rack has been fired, the next missile will be ready to be used, so you do not notice any reload time at all.
Quirks:
Average-reload time is reduced by 15%
Missiles will fire in a constant chain
Spread of missiles is vastly reduced
Usable for SRM4 and SRM6 only
Artemis cannot be used in this mode
15.000 GXP
5M C-Bills
Ballistics:
a ) Jam-Reduction module for Ultra-ACs
Introducing an experimental reload-system that eliminates most of the flaws invoked by the Ultra-Auto-cannon system, this firing mechanism vastly reduces the chance of a jam for ultra-autocannons by 50%. This comes at the cost of a steady-state firing mechanism.
Quirks:
Jam probalitity reduced by 50%
Firing mechanism is changed into steady-state
15.000 GXP
5M C-Bills
... those are my ideas for now for... "useful" weapon systems. Maybe adapting them here and there, but I guess, this is what I would use GXP for. (And C-Bills)
Other than that, a single Mech-Module-Slot is just not enough. I need at least 2 for most of my mechs, esp. sensor upgrades. While I could argue about the amount of consumable-slots and weapon slots on a mech, I think that mechs with only one mech-module slot will be put into a severe disadvantage. 3 are in most cases the way to go. Make it two without master, and 3 with master for most mechs. Other than that, there was a post that is popping up in a quote over and over again. If you are out of ideas, creativity or both, take it as a reference for what the community wants.
Edited by Shevchen, 14 July 2014 - 06:42 AM.