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#21
Posted 06 November 2014 - 08:24 PM
#22
Posted 06 November 2014 - 08:25 PM
#24
Posted 06 November 2014 - 08:34 PM
er what?
#26
Posted 06 November 2014 - 08:37 PM
Edited by Greenjulius, 06 November 2014 - 08:37 PM.
#28
Posted 06 November 2014 - 08:48 PM
And if it did it would get clobbered with Ghost heat.
Pug warning I have the oxide and the huggin.
Edited by SaltBeef, 06 November 2014 - 08:52 PM.
#29
Posted 06 November 2014 - 08:49 PM
#30
Posted 06 November 2014 - 08:50 PM
Mechwarrior Buddah, on 06 November 2014 - 08:34 PM, said:
25% Missile Cooldown Quirk
25% SRM4 Cooldown Quirk
12% SRM4 Cooldown Module
I have no idea how the bonuses are applied, still it could be 1.62 multiplier without the jamming thing.
Poor left behind whales...
![:P](https://static.mwomercs.com/forums/public/style_emoticons/default/tongue.png)
#31
Posted 06 November 2014 - 08:53 PM
PurpleNinja, on 06 November 2014 - 08:50 PM, said:
25% SRM4 Cooldown Quirk
12% SRM4 Cooldown Module
I have no idea how the bonuses are applied, still it could be 1.62 multiplier without the jamming thing.
Poor left behind whales...
![:P](https://static.mwomercs.com/forums/public/style_emoticons/default/tongue.png)
Yeah they all stack it's pretty nuts haha. When Russ answered a million questions asking if they stacked I was kinda hoping that he would say "no"...
IMHO modules shouldn't stack with quirk bonuses... because that's just nuts haha. Sure you spent the money on the modules, but you should use the modules to supplement weapons that you're mech is using that it doesn't have quirks for. Otherwise we're just quirk stacking and that's just quirky, what ever amount is the highest amount between the quirk and the module is the one it should use.
#32
Posted 06 November 2014 - 08:54 PM
PurpleNinja, on 06 November 2014 - 08:50 PM, said:
25% SRM4 Cooldown Quirk
12% SRM4 Cooldown Module
I have no idea how the bonuses are applied, still it could be 1.62 multiplier without the jamming thing.
Poor left behind whales...
![:P](https://static.mwomercs.com/forums/public/style_emoticons/default/tongue.png)
All are added together. you get a cool down of 62% on srm 4 missiles. 25%+25%+12%
#34
Posted 06 November 2014 - 08:59 PM
#35
Posted 06 November 2014 - 09:06 PM
Greenjulius, on 06 November 2014 - 08:59 PM, said:
Only one thing is more satisfying than a powered down light, breaking the legs of a Spider.
![:lol:](https://static.mwomercs.com/forums/public/style_emoticons/default/laugh.png)
#37
Posted 06 November 2014 - 09:23 PM
MoonUnitBeta, on 06 November 2014 - 08:53 PM, said:
IMHO modules shouldn't stack with quirk bonuses... because that's just nuts haha. Sure you spent the money on the modules, but you should use the modules to supplement weapons that you're mech is using that it doesn't have quirks for. Otherwise we're just quirk stacking and that's just quirky, what ever amount is the highest amount between the quirk and the module is the one it should use.
hmmm ac2 cooldown + ac2 quirks on the S it should be a true machinegun now... Imagine the ghost heat though -.- imo ghost heat shouldnt trigger of the refire of the weapon
#38
Posted 06 November 2014 - 09:31 PM
#39
Posted 06 November 2014 - 09:42 PM
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