I hear the complaints about this making the game less beginner friendly, and I agree. However, the advantage given by weapon modules is no greater than the advantage given by speed tweak, etc.
I wish that all mechs came mastered, honestly, but I get it from a business standpoint, I guess.
Now that I have admitted my acceptance of your business model, and your desire to create end-game content that provides fairly small gains, I will do a strategic evaluation of the weapon modules in a cost-is-no-object environment; cost is, as commonly stated, not a balancing mechanism.
My conclusion is that weapon modules with no drawbacks will have an effect that is in direct opposition to your preivios goals, such as reducing boating. Ghost heat may be an unliked mechanic, that had the positive effect of discouraging boating.
Weapon modules, on the other hand, actively encourage boating, and one dimensional builds.
For those that can't see the obvious, allow me to explain:
With no-drawback weapon modules, all weapons effective have 2 versions. An optimal version, and a (slightly) sub optimal version.
Any mech that only uses 1 or 2 weapon systems will be mounting the optimal version of each weapon.
A mech using 5 different weapons systems will have 2 optimal weapons, and 3 sub optimal weapons. You are quite literally penalizing mech for not boating weapons.
I certainly would not call this unfair, because all symmetrical games are, by definition, fair.
However, not all fair games are fun.
Tic tac toe, for example, is barely a game. The game is not complex up to avoid a complete analysis. The optimal strategy is easily found, and I can say, with certainty, that I can force god himself into a draw every match because the game is so simple, that even a meat bag such as myself can play with perfect strategy.
Chess may indeed fall into the same category as tic TAC toe, but it has the added benefit of being complex enough that a simple strategy has not emerged as dominant, simply because people are not smart enough to figure it out, and computers neither have the storage space nor processor speed required to fully analyze the game.
Both tic TAC toe and chess are fair (if each player gets to start first the same number of times) but tic TAC toe is boring.
Removing drawbacks from modules makes this game more like tic TAC toe, and less like chess.
Please rethink your decision before you make another mistake that you will eventually realize needs reverting. You will only piss off the people who buy weapon modules in the mean time.
You already have a model for range vs. heat benefits for lasers. The fact that people can argue over the ISERLL vs the ISLL, shows that they are relatively balanced.
Weapon modules do not need to have no penalty to be useful - they need to have sensible penalties.
For this example, range enhanced ISLLs need to be at the midpoint of ISLL and ISERLL
Put another way, the ISERLL should be equivalent to (the non existent, but theoretically consistent) ISLL with range boost module tier 20.
Currently, at the degree where the ISLL would have its range increase such that it is equal to the ISERLL, the "enhanced" ISLL would make MORE heat for identical stats otherwise.
MATH FAIL.
Edited by Fire and Salt, 20 August 2014 - 07:09 AM.