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Cooldown Modules And Acs


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#1 MischiefSC

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Posted 09 September 2014 - 12:06 PM

So.... anyone else playing with the metrics on this? A 12% increase on cooldown is significant. Especially, ironically enough, on big ACs and lasers and how they synchronize. Firing 12% faster with 2xAC20 is... relevant. Very much so. Still nice and cool though if you're staggering shots. I'm finding the UAC20 + 4xCERML build for my timby suddenly more viable; that ROF increase for both weapons is offset by its overall cooler design and it allows for a steady supply of damage.

Anyone else?

#2 N a p e s

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Posted 09 September 2014 - 12:10 PM

I'm thinking that it could also help mechs that are a little short on hardpoints to compensate by firing more with a limited amount of weapons. An energy boat doesn't really need this sort of module and it can make a hot build even hotter but for an efficient build the ability to increase DPS is pretty cool.

The AC20 will benefit greatly.

#3 MischiefSC

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Posted 09 September 2014 - 12:17 PM

View PostNapes339, on 09 September 2014 - 12:10 PM, said:

I'm thinking that it could also help mechs that are a little short on hardpoints to compensate by firing more with a limited amount of weapons. An energy boat doesn't really need this sort of module and it can make a hot build even hotter but for an efficient build the ability to increase DPS is pretty cool.

The AC20 will benefit greatly.


I'm finding it's a direct buff to AC/energy synergy. You can load bigger, hotter energy and buff its refire rate which would normally be a direct heat nerf - then offset it with ACs and suddenly you're finding a good balance where before you'd have just been too slow on refire to bother with two big weapon types.

#4 Lily from animove

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Posted 09 September 2014 - 12:28 PM

Direwolf is much amused right now.

#5 WonderSparks

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Posted 09 September 2014 - 12:41 PM

I have not had a chance to try any of these modules yet, but I would certainly say it sounds like a promising thing. Glad there are finally weapon modules for things besides range, too! :D

Now... I wonder how my 3xAC/2 BLR-1D will like this? :)

#6 MischiefSC

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Posted 09 September 2014 - 12:53 PM

View PostLily from animove, on 09 September 2014 - 12:28 PM, said:

Direwolf is much amused right now.


I watch some guy with gauss/ERPPC Dire just wreck face and crush dreams. The thing about % decreases is they provide a bigger reward to slower firing weapons. The longer the cooldown the bigger the improvement. LRMs, Gauss, PPCs, all those see a far more significant improvement than, say, small lasers.

#7 Ultimax

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Posted 09 September 2014 - 12:58 PM

Looks great for boating or selectively trying to create cool down synergy between weapons that might be close but not close enough.

Need to test T5 combined with summoner left ballistic am.

#8 Lily from animove

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Posted 09 September 2014 - 01:28 PM

View PostMischiefSC, on 09 September 2014 - 12:53 PM, said:


I watch some guy with gauss/ERPPC Dire just wreck face and crush dreams. The thing about % decreases is they provide a bigger reward to slower firing weapons. The longer the cooldown the bigger the improvement. LRMs, Gauss, PPCs, all those see a far more significant improvement than, say, small lasers.


% are % it is unimportant if you fire a gauss faster to achive 15 damage or small alsers to achive 15 as a whole. The real issue is heat. because heat heavy loadouts and mechs, especially ligher laser dependend mechs, will suffer a lot more. They already reach heatcap before they can kill most mechs. But gauss or AC heavy mechs (except AC 2 who run into ghostheat) benefit to with nearly no downside, because the heat treshold is so massive for these builds to never run hot. And those mechs do not suffer from the additional heat the faster firerate brings because these 12% more heat do not influence the way the build plays.

So my 5xAC 5 Direwolf who can fire these AC's without generating heat (> 1 heat efficiency) will now just be 12% more deadly. My Nova CERML, will be 0% more deadly. because it will not be able to benefit from the cooldown beacause it already is at heatcap after firing 12 CERML. So no benefit for this build. And by this, SRM builds or heavier AC builds will go crazy with these mods.

Edited by Lily from animove, 09 September 2014 - 01:29 PM.


#9 gordogomez

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Posted 09 September 2014 - 01:30 PM

So, how does this stack with fast fire skill?

#10 Mcgral18

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Posted 09 September 2014 - 01:30 PM

17% with the FastFire efficiency.

#11 Artgathan

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Posted 09 September 2014 - 01:43 PM

In general I think these modules actually highlight the weaknesses with the current Module System. Most mechs can carry 3 Weapon Modules (if they're mastered and willing to forgo the extra Mech Module). Essentially you need to boat weapons for modules to be really worth it. The fact that each size of LRM/SRM requires a separate module is hilarious.

Basically, every weapon module that comes out is a buff to specialists (boats) and a nerf to generalists. Ugh.

That said, I'm looking forwards to a 12% DPS buff for my SRM brawlers.

#12 pulupulu

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Posted 09 September 2014 - 02:06 PM

anyone know if ac5 and uac5 cool down is shared?

how does it stack with dragon ballistic cool down?

#13 Ultimax

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Posted 09 September 2014 - 03:03 PM

View PostMcgral18, on 09 September 2014 - 01:30 PM, said:

17% with the FastFire efficiency.


Hmm.

If that stacks additively, and the SMN-Prime LA also stacks additively that means:
  • Gauss
  • UAC 20
  • LB20-X
Would be 2.92s cooldown?


That has potential if it's true.

#14 MischiefSC

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Posted 09 September 2014 - 03:14 PM

View PostUltimatum X, on 09 September 2014 - 03:03 PM, said:


Hmm.

If that stacks additively, and the SMN-Prime LA also stacks additively that means:
  • Gauss
  • UAC 20
  • LB20-X
Would be 2.92s cooldown?



That has potential if it's true.


that's exactly what it means. The UAC20 is whole sale stupid brutal - if you're up close and can stare. The double-tap runs like 2.5 seconds total burn, you have less than 1/2 second cooldown and then you're pouring the hate on. It's like a short range AC5 mg until it jams. I enjoyed it.

The 2xUAC5 though... the 12% pretty much eliminates the break between bursts for screenshake. Literally by the time the screen shake stops and the smoke blocking your screen clears they're cycled up and shooting. It is for all functioning purposes non-stop with the double-tap until it jams. I've been playing with using the 2xUAC5s on a slight firing delay and this has almost completely eliminated my 'both guns are jammed' experience for a meager 0.2 extension of UAC burn-time. For the staredown build this is very effective because the other guy is lucky to figure out approximately where he's shooting at you in return.

There is no cooldown (or range I think) modules for any LBX save the LB10X though :(

I want range + cooldown for LB5Xs! I consider them overall superior to the UAC5s.

#15 MischiefSC

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Posted 09 September 2014 - 03:45 PM

I'm debating loading up a boomjag for the AC20 at ~3sec cooldown. Anyone play with that yet?

#16 Asmudius Heng

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Posted 09 September 2014 - 04:08 PM

Don't have the cash yet to buy, but do you feel this is balanced?

Does it give such a significant boost as to greatly hurt newer cash straped players?

#17 MischiefSC

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Posted 09 September 2014 - 04:16 PM

No, much like the range advantage it's not even that big a stretch as having 2x basics.

At higher levels though I can tell you it'll be significant.

#18 keith

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Posted 09 September 2014 - 04:27 PM

range boost needs to be much bigger to over come this dps boost. don't feel like doing the math now but i have a feeling its much better

#19 Eboli

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Posted 09 September 2014 - 04:28 PM

I think that light mechs will find these modules useful, whether it is getting that extra shot off before darting back into cover or those times you sneak up behind an enemy for some alphas in their back. The extra speed in cooldown may be enough to take a mech down before the pilot actually realises what is happening.

Will be good for my Oxide albeit I may run out of SRMs a little bit earlier...

Cheers!
Eboli

#20 Dracol

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Posted 09 September 2014 - 04:30 PM

View PostMischiefSC, on 09 September 2014 - 12:17 PM, said:


I'm finding it's a direct buff to AC/energy synergy. You can load bigger, hotter energy and buff its refire rate which would normally be a direct heat nerf - then offset it with ACs and suddenly you're finding a good balance where before you'd have just been too slow on refire to bother with two big weapon types.

I will always applaud a change that encourages a more diverse load out.





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