- Ultra-Laser: Allows you to fire a laser with 50% more damage, but double beam duration and 50% heat increase. This would activate if you double tap your fire button mid-shot.
- LBX Slug/Shotgun: lets you switch between the two. However your ammo is split between the two, so you can't just fire all slug or all shotgun.
- Mortar Mode: removes most of the projectile speed of your autocannon, but gives it a devastating AoE when it impacts the ground. Can injure friendlies, so use with caution and don't fire it point blank unless you want to die. Cooldown doubled.
- AMS Conversion (might have to make this IS only): allows you to use your AMS as a machine gun.
- Weapon Shielding: Once your armor is gone, your weapons shield a component's internals for as long as they are functional. So 10 Hitpoint ac/5 will absorb 10 damage. However they are subject to being quickly crit'd like normal.
IMO, they should have made the LRM minimum range removal a weapon module.
And that's just a few off the top of my head. I'm sure you guys can think of a lot more ways to give the base weapons interesting new twists that make the weapon module slot an interesting and game-changing decision.
How would you design a weapon module that would be fun and/or different?
Edited by Jman5, 12 July 2014 - 09:33 AM.