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Regarding Weapon Modules


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#1 Kyle Polulak

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Posted 11 September 2014 - 03:51 PM

Hey Folks,

We have received a lot of feedback concerning that not all weapons get the treatment of the weapon modules. After sitting down and discussing the topic, we decided to change this situation. All weapons applicable for a range module will receive such. This also applies to the cooldown modules with one exception on each faction. The Inner Sphere AC/5 as well as the Clan UAC/5 cannot receive a cooldown module as a reduction of the cooldown effect would bring the weapon below chain fire speeds and therefore would incur heat scale.

We are aiming for an release of these modules on September 23rd Edit: October 7th

Edited by Nikolai Lubkiewicz, 16 September 2014 - 03:47 PM.


#2 CHH Badkarma

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Posted 11 September 2014 - 03:55 PM

Nice! glad to hear!

ps, a sig update might be a good idea

Edited by CHH Badkarma, 11 September 2014 - 03:55 PM.


#3 Felicitatem Parco

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Posted 11 September 2014 - 03:57 PM

View PostNikolai Lubkiewicz, on 11 September 2014 - 03:51 PM, said:

Hey Folks,

We have received a lot of feedback concerning that not all weapons get the treatment of the weapon modules. After sitting down and discussing the topic, we decided to change this situation. All weapons applicable for a range module will receive such. This also applies to the cooldown modules with one exception on each faction. The Inner Sphere AC/5 as well as the Clan UAC/5 cannot receive a cooldown module as a reduction of the cooldown effect would bring the weapon below chain fire speeds and therefore would incur heat scale.

We are aiming for an release of these modules on September 23rd

Do you mean AC/2's? Or is it the AC/5s...? I know the AC/2s have already been tweaked due to fast-fire and heatscale...

#4 Navid A1

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Posted 11 September 2014 - 03:59 PM

View PostNikolai Lubkiewicz, on 11 September 2014 - 03:51 PM, said:

Hey Folks,

We have received a lot of feedback concerning that not all weapons get the treatment of the weapon modules. After sitting down and discussing the topic, we decided to change this situation. All weapons applicable for a range module will receive such. This also applies to the cooldown modules with one exception on each faction. The Inner Sphere AC/5 as well as the Clan UAC/5 cannot receive a cooldown module as a reduction of the cooldown effect would bring the weapon below chain fire speeds and therefore would incur heat scale.

We are aiming for an release of these modules on September 23rd


AC5s or AC2s?

#5 Alexander Schmidt

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Posted 11 September 2014 - 04:15 PM

I have to apologize. What is meant is the IS AC/2 and the Clan UAC/2 as exceptions to the cooldown modules.

#6 Solahma

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Posted 11 September 2014 - 04:18 PM

Thanks a lot!

#7 Alaskan Nobody

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Posted 11 September 2014 - 05:37 PM

View PostAlexander Schmidt, on 11 September 2014 - 04:15 PM, said:

I have to apologize. What is meant is the IS AC/2 and the Clan UAC/2 as exceptions to the cooldown modules.

I wondered! :lol:

#8 StillRadioactive

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Posted 11 September 2014 - 05:49 PM

View PostAlexander Schmidt, on 11 September 2014 - 04:15 PM, said:

I have to apologize. What is meant is the IS AC/2 and the Clan UAC/2 as exceptions to the cooldown modules.

Damn. IS AC/2 is a platform that really, desperately needs love. Range and RoF are its niches, and it really needs both modules to overcome the huge deficiency in stopping power for its tonnage.

#9 Kilo 40

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Posted 11 September 2014 - 05:56 PM

So my LRMs will finally get a range buff?

#10 Sky Hawk

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Posted 11 September 2014 - 06:24 PM

Ye! ERLL Range Modul!

#11 Mathium

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Posted 11 September 2014 - 06:44 PM

How about some modules to reduce minimum range on the PPC and LRM's. Thought that was where you might go since there weren't range buff modules for those before.

#12 Carrie Harder

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Posted 11 September 2014 - 07:26 PM

View PostAlexander Schmidt, on 11 September 2014 - 04:15 PM, said:

I have to apologize. What is meant is the IS AC/2 and the Clan UAC/2 as exceptions to the cooldown modules.

Aw. :(

Also, I don't think that the level 5 weapon mod would actually bring the weapon into heat scale territory.

Maths:
Current cooldown: 0.72s
Fast fire elite skill: -5% cooldown
Level 5 weapon mod: -12% cooldown

0.72 x 0.17 (combined fast fire and weapon mod) = 0.1224
0.72 - 0.1224 = 0.5976s

This value is slightly over the heat scale timer/chainfire delay, which is 0.5s.

Edited by Carrie Harder, 11 September 2014 - 07:39 PM.


#13 Ultimax

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Posted 11 September 2014 - 07:42 PM

View PostNikolai Lubkiewicz, on 11 September 2014 - 03:51 PM, said:

The Inner Sphere AC/5 as well as the Clan UAC/5 cannot receive a cooldown module as a reduction of the cooldown effect would bring the weapon below chain fire speeds and therefore would incur heat scale.



Say it with me "Jam Reduction"!


For the AC 5 um...something? :D

I'm drawing a blank.

#14 Deathlike

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Posted 11 September 2014 - 07:45 PM

For a moment there, giving the UAC5 (IS or Clan) Ghost Heat would've been terrible.

Then again, I don't see why the AC2/UAC2 should get ghost heat in the first place.

#15 IraqiWalker

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Posted 11 September 2014 - 07:55 PM

View PostUltimatum X, on 11 September 2014 - 07:42 PM, said:



Say it with me "Jam Reduction"!


For the AC 5 um...something? :D

I'm drawing a blank.

With Jam reduction module, I can't see anyone using another ballistic weapon aside from Ultras.

#16 Graugger

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Posted 11 September 2014 - 07:58 PM

How about a module that decreases heat generation for AC/2 and UAC/2 instead???

They used to generate .62 heat per shot then a certain person decided they needed to fire slower and generate as much heat as an AC/5 despite doing less than half the damage.

Edited by Graugger, 11 September 2014 - 07:59 PM.


#17 Y E O N N E

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Posted 11 September 2014 - 09:23 PM

View PostStillRadioactive, on 11 September 2014 - 05:49 PM, said:

Damn. IS AC/2 is a platform that really, desperately needs love. Range and RoF are its niches, and it really needs both modules to overcome the huge deficiency in stopping power for its tonnage.


It doesn't need modules, it needs a different heat scale catch-point. Like, 4 or 5 instead of 3. You can fire two AC/2 faster by alternating triggers; this is faster than chain-fire. This incurs ghost heat, however, making it useless. This needs to be changed.

#18 Carrie Harder

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Posted 11 September 2014 - 09:28 PM

View PostYeonne Greene, on 11 September 2014 - 09:23 PM, said:

It doesn't need modules, it needs a different heat scale catch-point. Like, 4 or 5 instead of 3.

Posted Image

#19 Zack Esseth

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Posted 11 September 2014 - 10:15 PM

View PostDeathlike, on 11 September 2014 - 07:45 PM, said:

For a moment there, giving the UAC5 (IS or Clan) Ghost Heat would've been terrible.

The UAC5 does get ghost heat, each gun after the 3rd starts it.

View PostDeathlike, on 11 September 2014 - 07:45 PM, said:

Then again, I don't see why the AC2/UAC2 should get ghost heat in the first place.

I was going to say did you miss the time when we had Jagers running 6ac2 builds, but then I saw your number of posts. Though with the current meta I would be ok with those coming back since we just have 6UAC5 Dire whales instead. Fun days those of the 6AC2 Jager DD.

#20 The Great Unwashed

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Posted 11 September 2014 - 11:15 PM

Perhaps you could also consider 1 module for all SRMs; the fire the same missile, right?





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