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So, The Gyro Module...


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#1 NeoCodex

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Posted 15 September 2014 - 12:13 AM

So I read the comment about someone using it to help with the LRM shake, and it got me thinking.

First I have to say I always liked this upgrade in MW4, it was kind of a big upgrade there, since your mech really got shaken a lot, even by things that should not stun you like freakin medium lasers (god those were annoying).

But last time I tried equipping that in MWO, it was actually detrimental to me, since it just happened the map we dropped was HPG, and with the sounds muted on that map I really couldn't feel as well anymore when getting hit, so basically i was taking more damage before reacting to make a twist or move away. It got me killed a lot faster than ussualy. It does help you keep the aim and all, but ussualy when you are taking damage your first priority should probably be gtfo (and react to cockpit shake and sounds)?

So in that particular case, it did more bad than good for me. Aside from this module being known as useless, anyone else tried using it or find a mech suitable for it (at least maybe before the module slots change with 4 modules on ddc)?

Edited by NeoCodex, 15 September 2014 - 12:14 AM.


#2 Redshift2k5

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Posted 15 September 2014 - 12:22 AM

It's not a module I bothered to unlock, and now with fewer general module slots it would need to be much more profound to make it into my mechs.

#3 Hans Von Lohman

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Posted 15 September 2014 - 12:25 AM

This gyro module is almost forgettable.

In my opinion the Gyro Module shouldn't just reduce cockpit shake, but instead it should flat out eliminate it all together. Then I think the module would be worthwhile.

#4 The Great Unwashed

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Posted 15 September 2014 - 12:27 AM

The Gyro upgrade would be a nice upgrade in the Mech Master Skill tree. Otherwise there are many much more useful modules to consider, I'd say.

#5 Remarius

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Posted 15 September 2014 - 12:27 AM

No idea why you'd switch the sound off in a FPS. :huh:

I used to use it in the BNC-3E I used for 12 mans to great effect. Its just unfortunate that in a world of weapon cooldown and range modules most mechs that benefit (the slower ones) as they take more AC/LRM/SRM damage probably just have one mech module which is filled with Radar Deprivation.

#6 El Bandito

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Posted 15 September 2014 - 06:18 AM

View PostNeoCodex, on 15 September 2014 - 12:13 AM, said:

So in that particular case, it did more bad than good for me. Aside from this module being known as useless, anyone else tried using it or find a mech suitable for it (at least maybe before the module slots change with 4 modules on ddc)?


Some people swear by the gyro module though. Guess they do not like to be shaked around.

Edited by El Bandito, 15 September 2014 - 06:19 AM.


#7 Monkey Lover

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Posted 15 September 2014 - 06:49 AM

Even if there was no shack the screen is blurred and the flashing is so bright you can't see anything anyway.

#8 Raigir

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Posted 15 September 2014 - 07:31 AM

Maybe a worthwhile idea for finally replacing that questionably useless pinpoint skill on mech's elite tree.

#9 A banana in the tailpipe

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Posted 15 September 2014 - 07:33 AM

I bought it a long while back for the first Lurmagheddon when they increased travel time. It didn't make any difference in screen shake so I sold it. Now I kinda wish I didn't after the module rework but if it still feels as useless as it did before then I'm kinda glad I ditched it.

#10 Lefty Lucy

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Posted 15 September 2014 - 07:37 AM

View Postlockwoodx, on 15 September 2014 - 07:33 AM, said:

I bought it a long while back for the first Lurmagheddon when they increased travel time. It didn't make any difference in screen shake so I sold it. Now I kinda wish I didn't after the module rework but if it still feels as useless as it did before then I'm kinda glad I ditched it.


That was *not* the first Lurmageddon.

#11 Carrie Harder

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Posted 15 September 2014 - 07:45 AM

Seeing how the gyro module is in direct competition with the legendary Seismic Wallhack™ and the prodigious newcomer Radar Derp™, doubling the module's current boost (currently 33% reduced shake) is probably in order.

#12 Elizander

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Posted 15 September 2014 - 07:45 AM

View PostMonkey Lover, on 15 September 2014 - 06:49 AM, said:

Even if there was no shack the screen is blurred and the flashing is so bright you can't see anything anyway.


Just aim for the middle of the red square!

#13 nehebkau

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Posted 15 September 2014 - 07:47 AM

Seeing as I just try to NOT get hit its a waste for me.

#14 A banana in the tailpipe

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Posted 15 September 2014 - 07:47 AM

View PostLefty Lucy, on 15 September 2014 - 07:37 AM, said:


That was *not* the first Lurmageddon.


The first one I remember being a REAL issue. (yes I do remember the splatcat days but it wasn't quite so bad compared to the first two weeks of sub-sonic LRMs lMO)

#15 Revis Volek

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Posted 15 September 2014 - 08:08 AM

View PostRaigir, on 15 September 2014 - 07:31 AM, said:

Maybe a worthwhile idea for finally replacing that questionably useless pinpoint skill on mech's elite tree.



I also had this thought some time back....well similar.

So lets get rid of the useless Pinpoint skill....and add a Stabilizer perk. Not necessarily JJ stabilizer but walking/running and shooting perk? Quicker stabilization from a drop off a small ledge or rock?

Pinpoint :rolleyes:

#16 Monkey Lover

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Posted 15 September 2014 - 09:31 AM

View PostElizander, on 15 September 2014 - 07:45 AM, said:


Just aim for the middle of the red square!


Does this have anything to do with the gyro module? You can aim for the middle square and hope you hit something critical no matter what. My point is the flashing and blur are the problem not the little shacking.

#17 Wolfways

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Posted 15 September 2014 - 09:47 AM

View PostLefty Lucy, on 15 September 2014 - 07:37 AM, said:


That was *not* the first Lurmageddon.

It wasn't even "a" Lurmageddon :P

View Postlockwoodx, on 15 September 2014 - 07:47 AM, said:


The first one I remember being a REAL issue. (yes I do remember the splatcat days but it wasn't quite so bad compared to the first two weeks of sub-sonic LRMs lMO)

Did i miss some speed increase or are you talking about the pitiful increase to 175ms that was quickly reduced to 160ms due to the knee-jerk reaction from the forums?

#18 A banana in the tailpipe

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Posted 15 September 2014 - 09:49 AM

View PostWolfways, on 15 September 2014 - 09:47 AM, said:

Did i miss some speed increase or are you talking about the pitiful increase to 175ms that was quickly reduced to 160ms due to the knee-jerk reaction from the forums?


You sound upset. Still having trouble sitting down after that one eh? :P

#19 Wolfways

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Posted 15 September 2014 - 09:57 AM

View Postlockwoodx, on 15 September 2014 - 09:49 AM, said:


You sound upset. Still having trouble sitting down after that one eh? :P

Not upset, just asking a question...and i have no idea what you're talking about tbh.

#20 Duncan Jr Fischer

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Posted 15 September 2014 - 10:10 AM

I guess we need to get back the Gyro mechanics that would enable mechs to fall down again.
Then Gyro module would reduce the chance to fall and could be very useful.
With this the Gyro may start getting critical hits too at last. As of now Gyro and Engine are kind of enchanted...





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