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Missing Weapon Modules Again...


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#1 Solahma

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Posted 07 October 2014 - 11:58 AM

I see the remaining weapon modules were added... except for standard Clan Auto Cannons (non-ultra).

Seriously?

#2 TercieI

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Posted 07 October 2014 - 12:01 PM

View PostSolahma, on 07 October 2014 - 11:58 AM, said:

I see the remaining weapon modules were added... except for standard Clan Auto Cannons (non-ultra).

Seriously?


If they're placeholder guns, as we've been told, adding modules for them adds another layer that would have to be undone when they're removed. I'd think that's why.

#3 101011

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Posted 07 October 2014 - 12:04 PM

Wait, people use those? Who would want to spend money on a module for a directly inferior copy of a better weapon, especially when said copy is most likely going to be removed?

#4 Solahma

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Posted 07 October 2014 - 12:08 PM

View PostTerciel1976, on 07 October 2014 - 12:01 PM, said:


If they're placeholder guns, as we've been told, adding modules for them adds another layer that would have to be undone when they're removed. I'd think that's why.

They should give us something that follows the standard. Who knows how long it will be until this "place holder" is updated with the interchangeable ammo they had originally discussed. We haven't heard a word about it.

View Post101011, on 07 October 2014 - 12:04 PM, said:

Wait, people use those? Who would want to spend money on a module for a directly inferior copy of a better weapon, especially when said copy is most likely going to be removed?

Standard clan AC produce less heat, so yes, there is a reason to take them in certain builds. More specifically, dual AC20 or multiple AC10s.

Edited by Solahma, 07 October 2014 - 12:09 PM.


#5 TercieI

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Posted 07 October 2014 - 12:33 PM

View PostSolahma, on 07 October 2014 - 12:08 PM, said:

Standard clan AC produce less heat, so yes, there is a reason to take them in certain builds. More specifically, dual AC20 or multiple AC10s.


Yeah, you're right. Heat matches the LB-X...makes sense I guess. I still think the explanation I gave is likely the reason, but I see your point, we know how placeholders can, uh, linger.

#6 Solahma

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Posted 07 October 2014 - 12:40 PM

View PostTerciel1976, on 07 October 2014 - 12:33 PM, said:

Yeah, you're right. Heat matches the LB-X...makes sense I guess. I still think the explanation I gave is likely the reason, but I see your point, we know how placeholders can, uh, linger.

What are those buttons in the UI that look like placeholders for List/Grid visuals? They have only been there for the better part of one year...

Speaking of the LB-X, wouldn't that be a placeholder too? When/if they ever replace the LB-X and AC with their new-and-improved weapon, what do they plan to do? Remove the standard AC and change the names of the Weapons and modules for the LB-X?

Edited by Solahma, 07 October 2014 - 12:40 PM.


#7 TercieI

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Posted 07 October 2014 - 12:47 PM

View PostSolahma, on 07 October 2014 - 12:40 PM, said:

What are those buttons in the UI that look like placeholders for List/Grid visuals? They have only been there for the better part of one year...

Speaking of the LB-X, wouldn't that be a placeholder too? When/if they ever replace the LB-X and AC with their new-and-improved weapon, what do they plan to do? Remove the standard AC and change the names of the Weapons and modules for the LB-X?


Uh, yeah, I already agreed with you about placeholders lingering...

As I understand it, the LB-X won't go away, just get toggleable ammo. Only the "std" ACs will be removed.

#8 xeromynd

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Posted 07 October 2014 - 12:48 PM

What would be really intuitive is if the Clan Autocannon Range modules apply to both CAC's and CUAC's.
I'm hoping that's the case, but I don't mount autocannons on any of my clan mechs so I wouldn't know (I only have Novas)

#9 Willard Phule

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Posted 07 October 2014 - 01:02 PM

View PostTerciel1976, on 07 October 2014 - 12:01 PM, said:


If they're placeholder guns, as we've been told, adding modules for them adds another layer that would have to be undone when they're removed. I'd think that's why.


They're placeholders ONLY because PGI is unable to figure out how to do swappable ammo.

What have they done to make you think that maybe, just maybe, they might have figured it out? I can't think of a single thing.

To be honest, they need to change those "placeholder" autocannons. Bad enough the UACs have to deal with "burst fire"....but the placeholder as well? We all know that IF they ever figure out swappable ammo, it'll be a 1 for 1 deal...the LBX fires 1 cannister round now. It'll fire a single shot if they ever figure it out.

Keep in mind how many things are being held up because they "can't figure it out." MASC is the first thing that comes to mind. The Cryengine won't render anything over 150kph...including all those mechs that can do more than 150kph. That's why Spiders and Firestarters seem to be so buggy. Knock a leg off and all of a sudden, he takes damage EVERYWHERE.

It's not as if the Clans didn't have regular ACs, PPCs and Lasers. There are all sorts of second-line mechs that use them....and they're Star League quality, not Inner Sphere. Lighter, fewer slots, all the good stuff. Just copy/paste the values from the IS Autocannons and paste it over the "placeholder" Autocannnon stuff.





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