Idea:
Weapon modules shouldn't be a uniform upgrade for weapons. There should be balance with both positive and negative quirks for each module. This makes modules desirable for the customization aspect, but does not significantly further the overall performance gap between a mech without weapon modules and one with them.
Implement the initial module idea, where the effects were balanced and not simply an upgrade.
Range module resulted in increased weapon heat.
Cooldown module could reduce effective range (or maybe jam chance on UACs).
Mech Modules should work similarly, and Consumables should cost weight. Make it so modules are a choice, but not a free lunch.
1
Module Adjustments
Started by Dino Might, Apr 08 2015 07:32 AM
5 replies to this topic
#1
Posted 08 April 2015 - 07:32 AM
#2
Posted 08 April 2015 - 07:47 AM
The balance with consumables are well, they are consumables and cost Cbills upon use.
Otherwise adding heat to range modules etc invalidates the modules themselves in my eyes. The Cbill price and GXP sink required for modules IS that balance point. In some cases I could buy and level an entire mech for the cost of a single module.
Otherwise adding heat to range modules etc invalidates the modules themselves in my eyes. The Cbill price and GXP sink required for modules IS that balance point. In some cases I could buy and level an entire mech for the cost of a single module.
#3
Posted 08 April 2015 - 06:26 PM
No. Weapon modules are in a good place. Why go backwards, when it did nothing for them.
Why do things always have to be balanced? Double heat sinks weren't -- they were ALWAYS a straight upgrade.
Why do things always have to be balanced? Double heat sinks weren't -- they were ALWAYS a straight upgrade.
#4
Posted 10 April 2015 - 09:12 AM
They had this and pulled it out. Originally the range modules would also add a heat penalty and no one used them.
#5
Posted 10 April 2015 - 05:10 PM
Weapon modules have a trade off, it's the fact they cost large amounts of c-bills and a bit of gxp. Back when the range modules had a trade off in heat they were never used, not so much because you never wanted to make the trade, but because the trade wasn't worth 3 million c-bills. Now if they ever made modules reasonably priced or permanently unlocked for all mechs after purchased it might be a good idea to make some weapon modules that offer trade offs, but as is it doesn't work.
#6
Posted 11 April 2015 - 02:16 AM
There were already drawbacks for modules. So what? No one have been using them. Weapon modules are already balanced by big price and module slots restriction. But I like idea of adding advanced modules with greater benefits compensated by noticeable negative effects.
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