Does Anyone Actually Use Weapon Modules?
#21
Posted 17 August 2014 - 11:37 AM
It isn't much, but it adds up.
I guess.
#22
Posted 17 August 2014 - 11:57 AM
Lefty Lucy, on 17 August 2014 - 11:27 AM, said:
If the advantage from weapon modules were a persistent, if small, advantage, then they'd be more attractive. Say giving up heat for faster lock-on, higher projectile velocity, or shorter beam duration, then they'd be more attractive.
This hits the nail right on the head. The ONLY time the range module does something for me is when the enemy falls into the tiny extra range it adds. However, I get the extra heat ALL the time. That's the fundamental flaw in their design.
#23
Posted 17 August 2014 - 12:01 PM
#24
Posted 17 August 2014 - 12:11 PM
-AMS range extender
-IS L Laser
-IS SRM 4
-IS SSRM
-Clan ERSmall Laser
-NARC
I have others but they are waiting for a buff to arrive.
Cheers
Edited by Gorgo7, 17 August 2014 - 12:11 PM.
#25
Posted 17 August 2014 - 12:16 PM
Lefty Lucy, on 17 August 2014 - 11:27 AM, said:
If the advantage from weapon modules were a persistent, if small, advantage, then they'd be more attractive. Say giving up heat for faster lock-on, higher projectile velocity, or shorter beam duration, then they'd be more attractive.
This right here is the main reason they seem rather useless to me.
#26
Posted 17 August 2014 - 12:24 PM
Vertigo 1, on 17 August 2014 - 10:55 AM, said:
This is a serious question; I just don't understand why anyone would opt to have less heat efficiency for a measley few meters of extended range. Why is the heat tradeoff even part of the module stats? It should be a purely positive buff, with no negative impact IMO.
@OP
No
#28
Posted 18 August 2014 - 03:43 AM
#29
Posted 18 August 2014 - 03:45 AM
Machine gun. Obviously.
Edited by KOMMISSAR KITTY, 18 August 2014 - 03:46 AM.
#30
Posted 18 August 2014 - 03:49 AM
#31
Posted 18 August 2014 - 03:56 AM
Edited by DuoAngel, 18 August 2014 - 03:57 AM.
#32
Posted 18 August 2014 - 03:59 AM
#33
Posted 18 August 2014 - 04:05 AM
#34
Posted 18 August 2014 - 04:12 AM
As mentioned previously expect more content from PGI with additional module options that have differing qualities effected. This is why I think the number of module slots have been expanded.
Convergance is not the miracle cure to PPD/FLD it only delays it, potentially more trouble than its worth and skews things more towards the timed shot from distance. It would also need a complete reworking of balancing weapon systems due to how this would effect weapons at different ranges and the impact to short range snap fire where the "shotgun" effect means that numbers of weapons and armour values with weapons will skew to averages, making assaults more effective than lights by equivalence.
And considering that there are existing mechanics that can be used to desync or effect weapons convergance at differing ranges to some extent that can achieve or impact the effects of PPD/FLD in a similar way with tuning the existing numbers this might be more prefereable than a complete re-working of weapon mechanics with aiming that simply for some has the potential to be annoying in a FPS game, especially if it does not remove all cases or existence of the problems with PPD/FLD as mentioned since it would just delay things if you do aim.
To further suggest to spreading out lasers with convergance that already have a DoT burst effect due to their beam/pulse use that already spreads damage then you would effectively gimp these weapons further and really highlights a missunderstanding of the fact that it is really ballistics (energy ballistics for PPCs) that have these problems. Lasers already are 50% effective by equivalence to ballistics based on applied hit values to their potentials as a result.
#35
Posted 18 August 2014 - 04:15 AM
i think the SRM one is worth it, 11m seems like not a lot, but it works out.
well. and usingthe C-SL + a targeting computer 4 on my SL boat nova gives me like nealy an extra 20m (16?)
Edited by Bigbacon, 18 August 2014 - 04:16 AM.
#36
Posted 18 August 2014 - 04:19 AM
The GXP cost is 500 for lvl 1 and 600 for lvl 2. Some of the modules are a lot of Cbills but if you play often it is a good investment since weapon modules don't take up the otherwise more useful mech modules anymore.
#37
Posted 18 August 2014 - 04:36 AM
Theodore42, on 18 August 2014 - 04:19 AM, said:
Well, the buff is a marginal one at best, even if you ignore the heat. Which you can't ignore, actually, because it does make a difference in hotter builds, especially those with razor-thin edges on heat management.
Quote
Did you notice a lot of mechs lost slots they could use for mech modules in favor of weapon modules?
And... seriously? How is a 3 million module that makes a marginal, at best, difference in damage output a good investment? I can't imagine how it will ever get me the money back.
The fact is, they're not a good investment. Marginal returns for a huge up front cost is bad enough, the fact it's all about a marginal situational advantage in return for a persistent disadvantage makes it facepalm worthy.
This is the real problem. They just suck. Hard.
Edited by Scratx, 18 August 2014 - 04:36 AM.
#38
Posted 18 August 2014 - 04:41 AM
#39
Posted 18 August 2014 - 04:43 AM
Absolutely, 40m is not writing home about... That said, that measly 40m can mean the difference between issuing full DOT damage at range or resigning to diminished damage as you're out ranged.
Value is definitely tied to play-style.
#40
Posted 18 August 2014 - 08:29 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users
























