

Heat Reduction Weapon Modules, Yay Or Nay?
#1
Posted 01 December 2014 - 08:32 PM
#2
Posted 01 December 2014 - 08:38 PM
So yeah, I think a set of heat reduction modules would be in order.
It'd be nice to see some modules for PPC/AC speed and laser burn time as well.
#3
Posted 01 December 2014 - 08:38 PM
Or even sized modules. Cooling would take up 2 slots while cooldown and range only take up 1 spot. So you'd have to make a choice of which benefits do you want depending on the weapons you're using. If you're heavily energy then of course you want the cool running. But say a raven with 2 ER large might not need that since they are pacing their shots anyway and may prefer the extra range. Ballistics would definately prefer cooldown and range since they don't produce a huge amount of heat anyway. Lots of interesting things they could consider.
Edited by Sable, 01 December 2014 - 09:14 PM.
#4
Posted 01 December 2014 - 08:40 PM
#5
Posted 01 December 2014 - 08:42 PM
NAY.
#6
Posted 01 December 2014 - 08:43 PM
#7
Posted 01 December 2014 - 08:57 PM
the whole module thing is goofy any way. and lends its self to making the game system needlessly complicated with no overall benefits . minus the few actual mods that are .
Im not even sure how the system could be changed for the better as i sit here and try to puzzle it out .
i would be in favor a system that would allow us to unlock a additional hard point or two.
or maybe quirk packages - this would be best of both worlds.
regardless the module system really needs to be overhauled.
Edited by nitra, 01 December 2014 - 09:03 PM.
#8
Posted 01 December 2014 - 09:14 PM
The wub-starter with all the small pulse lasers pretty much solos anything it catches alone. Would you REALLY want that mech stacked up with range, cooldown, and Heat reduction mods on an already overpowered setup?
If i got heat reduction on Erppcs, they would immediatly go on my awesome, and I would chainfire people to smithereens on the thing...It wouldnt even be funny...xD
#9
Posted 01 December 2014 - 09:27 PM

#10
Posted 01 December 2014 - 09:48 PM
#11
Posted 01 December 2014 - 10:55 PM
It would be cool if heat/cooling was interactive than it is... It's just watching a bar go up and down now... it could be fun if there were actually pieces of equipment that allowed for "Advanced Cooling" BUT at the cost of several tons/slots. BUT if you can spare the 3-4 tons... then it's worth it if you're able to better control your ability to DPS.
#12
Posted 01 December 2014 - 11:15 PM
At the moment, modules are a straight upgrade with no side effects. And with the price this really shakes the balance between veteran players and newbies. Sure those shouldn't play together at all with matchmaking and Elo, but you all know how good that works.
#13
Posted 02 December 2014 - 08:51 AM
#14
Posted 02 December 2014 - 09:28 AM
http://mwomercs.com/...60#entry3867660
I would rather have heat reduction modules instead of cooldown/cycle time reduction modules on virtually every single energy weapon in the game.
Instead of just creating two types of weapon modules, cooldown/cycle time reduction and applying them to every type of weapon I think they could have created several types and tailored them to the weapon type.
I think range is helpful across the board but what about some other type of modules:
Heat reduction or beam duration reduction on energy weapons
Projectile speed increase or RoF increase for ballistics (maybe include PPCs on the first one even though they are "energy weapons" as they have no beam but are a projectile)
Improved AoA or tighter grouping on LRMs
Tighter grouping and increased rate of fire on SRMs/SSRMs
Just some ideas for other module types that would make you have to decide between a few different really good choices and make modules more intuitive and a bit "deeper" of a choice. It would no longer be "I'm boating large lasers so large laser range for me" and done.
The blanket approach just seems so simple, I'd much rather have more choices and a deeper system.
I guess some of the more aggressive quirks would stack a bit too well with modules like this though. I made my last thread before they were out and suggested that modules could also be a balancing feature--for example if a 'mech was "Tier 5" then give it two more weapon and two more 'mech modules.
Edited by Kain Thul, 02 December 2014 - 09:31 AM.
#15
Posted 02 December 2014 - 09:40 AM
heat is the controlling factor in the game. it would be like letting a player start with a land card on the table in Magic: The Gathering
Edited by ZenIdiot, 02 December 2014 - 09:43 AM.
#16
Posted 02 December 2014 - 10:06 AM

DPS/TTK already too high/low
#17
Posted 02 December 2014 - 10:10 AM
627, on 01 December 2014 - 11:15 PM, said:
At the moment, modules are a straight upgrade with no side effects. And with the price this really shakes the balance between veteran players and newbies. Sure those shouldn't play together at all with matchmaking and Elo, but you all know how good that works.
Except that for the price tag, a sidegrade module isn't worth it either!
That's why nobody bloody used them to begin with. Right now at least it's worth grabbing them.
Now, if they're sidegrades but for like a tenth of the cost? Now we're talking.
#18
Posted 02 December 2014 - 10:12 AM
MrZakalwe, on 02 December 2014 - 10:06 AM, said:

DPS/TTK already too high/low
I think this is mainly due to the 12v12 on small maps with no real objectives to separate the deathball into smaller groups.
Scratx, on 02 December 2014 - 10:10 AM, said:
Except that for the price tag, a sidegrade module isn't worth it either!
That's why nobody bloody used them to begin with. Right now at least it's worth grabbing them.
Now, if they're sidegrades but for like a tenth of the cost? Now we're talking.
They have discussed the possibility of modules becoming much cheaper but at the cost of being very expensive to remove/change (c bills or MC) or even permanent.
#19
Posted 02 December 2014 - 10:18 AM
Also, how's about a JJ module to boost turn rate and jump height? That may be a way to workaround JJ limitations on some Mechs like the Summoner.
Kain Thul, on 02 December 2014 - 10:12 AM, said:
Yeah, I'm hoping they really don't go down the permanent path. That will kill a lot of customization, especially with respect to weapon modules. Who wants to buy weapon modules if you can't rebuild your Mech next month and swap out an appropriate module for the new build?
#20
Posted 02 December 2014 - 10:21 AM
Kain Thul, on 02 December 2014 - 10:12 AM, said:
That's a separate and unrelated issue. It's basically "mount the module permanently instead for a smaller price tag, and maybe pay MC to be able to strip it out intact later on if you like". You know, like most WoT equipment like spall liners, gun stabilizers, etc. That idea can be used regardless of whether the modules themselves are an upgrade or a sidegrade.
The point I'm making is that, for 3 million c-bills, or even 1.5M or even 1M, it shouldn't be merely a sidegrade. Most people won't touch them at that price.
I am not exactly a fan of the current system because the way stacking works it can get silly on the cooldown modules... but at least they're worth the money. Usually.
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