General Modules
This is what the 'Range Increase' modules would fall under, an overall buff (e.g. range) with a trade off (e.g. heat).
Suggestions:
Heat Nullification
Compatible weapons: All IS/Clan Lasers/Pulses, ACs, and Missiles
Upgrade: Decreases heat generated by #
Trade off: Decreases range by # meters
Notes: Essentially the opposite of the range module we currently have. A bit more situational, but could be useful in some builds.
Extended Ammunition Stores
Compatible weapons: All IS/Clan ammunition-fed weapons and equipment
Upgrade: Increases ammo per ton for the selected weapon by #%
Trade off: Increases ammo explosion chance and damage by the same %
Rapid Fire
Compatible weapons: All IS/Clan Lasers/Pulses, Missiles, ACs, UACs, and LB-Xs
Upgrade: Increases rate of fire by # seconds
Trade off: Spoiler'd for tidiness~
Specialised Modules
Modules dedicated to a single weapon system or group, like the AMS Overload and Enhanced Narc.
Suggestions:
Focus Lens
Compatible weapons: IS/Clan Pulse Lasers
Upgrade: Decreases burn time by # seconds
Trade off: Increases heat generated by #
Notes: The heat generated would be a lot less than the existing range module. Having one Large Pulse or 1-2 Small/Medium Pulses barely makes a change, but after that it starts becoming more noticeable.
PPC Override
Compatible weapons: IS PPC
Upgrade: Allows full damage under minimum range (90m)
Trade off: Firing at anything below 90m causes internal damage to PPC-housing component.
Notes: For the last-ditch effort to neutralise an enemy. This gives the pilot a build choice: ER-PPC but high heat, or PPC w/ module but risks damage.
Guidance TAG
Compatible weapons: IS/Clan TAG
Upgrade: TAG Laser can manually guide LRMs up to max TAG range
Trade off: I was unsure about this one... can't break ECM? Decreases TAG range?
Notes: LRMs can't precisely follow the TAG, so no snap turns or flinging them around at odd angles.
Burst Autocannon
Compatible weapons: IS AC/2, AC/5, UAC/5, AC/10, AC/20
Upgrade: Significantly increase range by # meters; slightly decrease heat generated by #
Trade off: Converts slug ammo to burst ammo.
Notes: One of the few balance suggestions I have never agreed with is changing IS ACs to burst-fire. I understand why people want this, but in my opinion IS brawlers need that pin-point hit of an AC/10 or /20. HOWEVER I'm completely for the option for IS to have burst-fire. I know of a few dedicated IS pilots who want it, and it can be useful for particular builds. So this module can provide some more build diversity, which is never a bad thing.
EDIT: as a second thought, I'd also support IS being changed to burst-fire if we got a module like this, but converts back to what we have now.
Beam Control
Compatible weapons: IS/Clan Lasers (excludes Pulses)
Upgrade: Allows the duration of the beam to be cut off early.
Trade off: None
Notes: The firing button will now need to be held for the length of the duration, releasing the button ends the laser early. (I guess this should really be an overall feature rather than a module, but I'm just throwing it out there...)
Improved Scattershot
Compatible weapons: IS/Clan LB-X ACs
Upgrade: Tightens the spread of the cluster munition.
Trade off: None (or maybe a VERY slight reload duration increase)
NARC IFF Scrambler
Compatible weapons: IS/Clan NARC
Upgrade: Target hit displays as hostile to the target's allies
Trade off: Increased reload duration by # seconds, decreased target acquisition duration by # seconds
Notes: Can co-exist with 'Enhanced NARC'.
Improved Burst
Compatible weapons: All Clan ACs/UACs
Upgrade: Decreases burst duration by #%
Trade off: Decreases range by # meters
Unguided SSRMs
Compatible weapons: IS/Clan Streak SRMs
Upgrade: Enables dumb-fire when no locks exist
Trade off: None (Not directly from the module, the downside is it still uses the cooldown duration of the Streak launcher. So C-SRM6 = 4 second reload, C-SSRM6 = 7 second reload even if dumb-fired)
Enhanced Gauss
Compatible weapons: IS/Clan Gauss Rifle
Upgrade: Decreases charge duration by # seconds; increases hold time by # seconds
Trade off: Reload duration increased by # seconds equal to charge reduction; increases Gauss explosion chance by #%
Enhanced Machine Guns
Compatible weapons: IS/Clan Machine Guns
Upgrade: Increases rate of fire by #%; slightly increases damage vs armor by #%
Trade off: None
High Velocity SRMs
Compatible weapons: IS/CLAN SRMs (excludes Streaks)
Upgrade: Significantly increases missile velocity by # m/s; decreases spread by #%; slightly increases damage by #
Trade off: SRM packs are now ripple-fire
Notes: Fires like C-LRMs in a stream so AMS can more easily counter it, plus you now can't fire and twist away immediately to do full damage. Can be further upgraded with Artemis as per usual.
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So these were some ideas, I might add some more later. Feedback and additional ideas are more than welcome
Edited by CyborgDragon, 14 August 2014 - 08:46 PM.