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Ideas For Weapon Modules


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#21 HlynkaCG

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Posted 15 August 2014 - 08:43 AM

View PostRyvucz, on 14 August 2014 - 08:54 PM, said:

LRM still needs a range modifier module like all the other weapons.


I'd prefer a module that buffs lock-ons or flight speed to an extra 50 m of range.

View PostReno Blade, on 15 August 2014 - 05:59 AM, said:

No pinpoint one-shell ACs anymore, but a "balanced" difference that still gives spread and prevents fast (light/medium) mechs to be cripple in a single bullet hit.


I disagree, burst fire should be a feature unique to Ultra Autocannons.

Making standard IS autocannons burst fire, and slower bursts to boot, would kill one of the few balance trade-offs that they have. Besides we would still have to deal with single-shot full damage ACs in the form of slug rounds for the LBXs.

#22 Reno Blade

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Posted 15 August 2014 - 08:52 AM

View PostHlynkaCG, on 15 August 2014 - 08:43 AM, said:


I'd prefer a module that buffs lock-ons or flight speed to an extra 50 m of range.



I disagree, burst fire should be a feature unique to Ultra Autocannons.

Making standard IS autocannons burst fire, and slower bursts to boot, would kill one of the few balance trade-offs that they have. Besides we would still have to deal with single-shot full damage ACs in the form of slug rounds for the LBXs.

Hence the difference in bullet number and delay for IS.

And Clan LBX do not have or will have slug ammonition. They are all burst too, which makes them identical to cUACs in that mode without the double tap.

#23 HlynkaCG

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Posted 15 August 2014 - 09:07 AM

View PostReno Blade, on 15 August 2014 - 08:52 AM, said:

[color=#959595]Hence the difference in bullet number and delay for IS.[/color]


Making the delay longer for IS than it is for Clans is not doing them any favors.

#24 Reno Blade

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Posted 15 August 2014 - 09:14 AM

View PostHlynkaCG, on 15 August 2014 - 09:07 AM, said:


Making the delay longer for IS than it is for Clans is not doing them any favors.

So thats why you don't like it?
I did have missed a 0 with the module, but that should be obvious :(

Quote

For AC burst:
e.g. burst fire 5 shells of Clan UAC20 with 0.12 sec delay between each bullet and IS AC20 with 4 shells and 0.10 sec delay between each bullet.

Modules of IS could decrease the time to0.06 seconds while Clan modules only to 0.10 seconds or something.

Turning the longest weapon, the AC20 into:
IS AC20: 4 bullets, 0.10 sec apart = 0.40 sec to shoot them with the module
IS AC20 + module: 4 bullets, 0.06sec apart = 0.24 sec to shoot them with the module
Clan UAC20: 5 bullets, 0.12sec apart = 0.60 sec to shoot them with the module
Clan UAC20 + module: 5 bullets, 0.10sec apart = 0.50 sec to shoot them with the module

The curent cUAC delays ingame are: 0.12 to 0.15 from the uac2 to the uac20

Edited by Reno Blade, 15 August 2014 - 09:16 AM.


#25 Hoffenstein

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Posted 15 August 2014 - 04:42 PM

LRM Hot Loaded Missiles:
The LRM's no longer have a minimum range (or use the Clan model) but any critical hit on the launcher or ammo bins will ignite ALL LRM ammo on the Mech.

SRM Inferno Rounds:
These SRM's do very little damage, but have the same effect as hitting the target with a flamer for 3 seconds/missile.

Hyper Velocity Autocannon rounds:
Increase range by 50%, reduce ammo by 50% and the rounds are very bright.

#26 Nickredace

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Posted 15 August 2014 - 06:56 PM

Keep it up guys, I support! :rolleyes:

#27 CyborgDragon

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Posted 15 August 2014 - 08:15 PM

In the end whether IS ACs should be burst or not is a very touchy subject, no matter what someone is going to be disappointed. Like I said in the OP I feel that IS should still be pinpoint, but Reno's shorter burst suggestion feels like a nice compromise.

Either way, keep up the suggestions guys! :rolleyes:

#28 Graugger

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Posted 15 August 2014 - 08:24 PM

...

http://mwomercs.com/...__fromsearch__1

#29 CyborgDragon

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Posted 15 August 2014 - 08:31 PM

View PostGraugger, on 15 August 2014 - 08:24 PM, said:

^


Search function failed me :rolleyes:
I really like a lot of the ideas in your posts, but keep in mind mine is specifically for weapon modules in order to spice up the weapon slots we are stuck with.

#30 HlynkaCG

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Posted 15 August 2014 - 10:25 PM

In keeping with my earlier post...

LBX Full Choke
Compatible weapons: IS/Clan LBX autocannons
Upgrade: Spread reduced by 20%
Trade off: Increases heat generated by 20%

LBX Cylinder Choke
Compatible weapons: IS/Clan LBX autocannons
Upgrade: Rate of fire increased by 10%, Heat decreased by 10%
Trade off: Spread increased by 20%

#31 CyborgDragon

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Posted 20 August 2014 - 03:57 AM

Just wanted to give this thread a little bump amidst the recent news of upcoming changes and additions to the weapon modules <_<

#32 Padre902

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Posted 20 August 2014 - 06:17 AM

Do people use weapon modules? I've never seen the point. The modules' effects are so tiny, why bother to spend the money? Maybe I'm just not getting it, but I can't see much value to increasing the range of my medium laser by 5 meters. Are there weapons modules that make a real difference that people use?

Edited by Padre902, 20 August 2014 - 06:18 AM.


#33 Reno Blade

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Posted 20 August 2014 - 06:28 AM

View PostPadre902, on 20 August 2014 - 06:17 AM, said:

Do people use weapon modules? I've never seen the point. The modules' effects are so tiny, why bother to spend the money? Maybe I'm just not getting it, but I can't see much value to increasing the range of my medium laser by 5 meters. Are there weapons modules that make a real difference that people use?


let me quote from the other thread to try to sheer some light on this:

View PostReno Blade, on 20 August 2014 - 02:03 AM, said:

On one hand people say the modules are not worth taking (e.g. 10 meters on a 270m MLaser).
On the other hand, people are saying the modules give "enormous" advantage over new players.

That's balance, right?
I don't think even 30 meters on a MLaser (resulting in 300m range), would give someone an enormous advantage.
Either you are getting closer in a second, where the range advantage doesnt matter, or you are so far out that the damage of the weapon is minor.
If other modules like the mentioned cooldown is in the same range of 5-10%, that is nothing either.

Endgame content, they said. It's something to "max" your mech when you found your favorite mech you want to keep playing.
It's not for the "collectors" who want every mech elited/mastered in the mechbay.
Then you can swap your modules around.
Get yourself 1-3 sets and set up 1-3 mechs to play with instead of swapping all the time. It might cost you 2-3x what one set costs, but you won't need more than 3 sets and that is your limit to look for.

I don't think making/keeping modules useless is the right way to have a good new-player experience.
New players gameplay should be decided by a good tutorials and a good matchmaker that does not match beginners with veterans.






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