Weapon Modules
#1
Posted 19 August 2014 - 07:36 PM
However, equipping the weapon modules still shows a reduction in heat management values. Ie. weapon modules still produce heat.
Well all know that previous patch versions definitively mentioned heat generation in ALL weapon modules.
If this is PGI's attempt at pulling a fast one over us.......it's REAL low of them....
#2
Posted 19 August 2014 - 08:08 PM
StarLord16, on 19 August 2014 - 07:36 PM, said:
However, equipping the weapon modules still shows a reduction in heat management values. Ie. weapon modules still produce heat.
Official response.
They plan to remove the heat. But the text got removed early.
Edited by Koniving, 19 August 2014 - 08:08 PM.
#3
Posted 20 August 2014 - 05:27 AM
It will be really nice to see weapon modules without hEat penalty, but instead forcing you to choose between a variety of different buffs with different uses (and I could use a GXP sink).
Edited by Redshift2k5, 20 August 2014 - 05:42 AM.
#4
Posted 21 August 2014 - 05:18 AM
sneeking, on 21 August 2014 - 12:14 AM, said:
im wondering if no heat for extra range will be fair ? perhaps as low as level2 but if range modules go to level5 as suggested there should be some heat from those.
It's just as fair as mechs with all their skills having a higher top speed, better torso twist, better heat dissipation, extra module slot, etc
Yes, it is vertical progression (having X is superior to not having any X, as opposed ot horizontal progression such as choosing modules that are different but generally equal) but it's something everyone can earn simply through gameplay, and when other modules come out with other effects (such as increased rate of fire!) it becomes a choice of which to take
Edited by Redshift2k5, 21 August 2014 - 05:29 AM.
#5
Posted 21 August 2014 - 08:16 AM
Redshift2k5, on 21 August 2014 - 05:18 AM, said:
No choices on my 6 ML Jenner-F. Extra range and shorter cooldown for all of my weapons, with no heat increase? Yes, please
Edited by DEMAX51, 21 August 2014 - 08:17 AM.
#6
Posted 21 August 2014 - 08:19 AM
DEMAX51, on 21 August 2014 - 08:16 AM, said:
No choices on my 6 ML Jenner-F. Extra range and shorter cooldown for all of my weapons, with no heat increase? Yes, please
Maybe you'll only be able to pick one or the other, and who knows what other types will exist. Also, most mechs carry more than one weapon. I dunno if they would want to stack multiple buffs for one weapon type.
#7
Posted 21 August 2014 - 08:56 AM
But then the next set of weapon modules will reduce how long it takes to reload/recharge weapons (increasing firing speed). Hopefully the benefits of each will not make up or remove the penalties of the other completely.
#8
Posted 21 August 2014 - 09:08 AM
while 12m increase is not that much, I can't tell you how often that i have had SRM's just barely out of range, OR a mech that is in range is running away and they Just miss. The mech i want to use them on, has Zero heat issues, so that is no problem..
Now let's hope they have a LRM refire reduction module and that mech will be rocking!
#9
Posted 21 August 2014 - 09:51 AM
DEMAX51, on 21 August 2014 - 08:16 AM, said:
No choices on my 6 ML Jenner-F. Extra range and shorter cooldown for all of my weapons, with no heat increase? Yes, please
The JR7-F has profited mightily from module changes already.
(not a complaint)
Edited by Terciel1976, 21 August 2014 - 09:51 AM.
#11
Posted 21 August 2014 - 09:23 PM
MarsAtlas, on 21 August 2014 - 08:10 PM, said:
Wait, weapon modules shorten the cooldown period?
It doesn't say it in their descriptions :/
There are none that do this yet, but they've said there are new modules that will affect cooldown rates coming sometime in September.
#12
Posted 21 August 2014 - 09:34 PM
#13
Posted 21 August 2014 - 09:55 PM
#14
Posted 21 August 2014 - 10:24 PM
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