How Does Unlocking Range Extender Modules Work?
#1
Posted 05 December 2014 - 11:10 PM
#2
Posted 05 December 2014 - 11:30 PM
#3
Posted 05 December 2014 - 11:39 PM
#4
Posted 05 December 2014 - 11:51 PM
#5
Posted 06 December 2014 - 12:06 AM
Vxheous, on 05 December 2014 - 11:30 PM, said:
This is correct.
WTFClock, on 05 December 2014 - 11:39 PM, said:
They do not.
#6
Posted 06 December 2014 - 03:54 AM
One is the hardware itself
the other one is how much your pilot gets out of that hardware,
#7
Posted 06 December 2014 - 08:06 AM
WTFClock, on 05 December 2014 - 11:39 PM, said:
dragnier1, on 05 December 2014 - 11:51 PM, said:
Actually, once you put the module in a slot, the module will become unavailable in the list with the explanation "EQUIPPED" listed where the Equip button would be. (It will instead read to "LOCKED" if you don't have the skill purchased or "NOT ENOUGH SLOTS" if you don't have a slot left to put it in.) So two of the same modules are not allowed. You won't even have the opportunity to spend that extra 3 mil. if you don't put it on two different mechs at once.
However, a cooldown module and range module are considered different. You can boost the range and cooldown of a weapon at the same time if you want to.
#8
Posted 06 December 2014 - 09:22 AM
kebab removal unit, on 05 December 2014 - 11:10 PM, said:
First, you gain experience and knowledge as a pilot.
With that knowledge, you start learning things. Hearing them at bars, from colleagues, etc. Illegal modifications to weapons.
When you gain enough knowledge, you 'unlock' the way to get such things.
You make the call. The video on the other end is dead. You're told to go to some place isolated, after hours, with the cbills in hand. An immense amount of cbills, I might add. With 2 million cbills (3052) being equal to 16,000,000 dollars U.S. (as of the value of 2010).
You arrive in a dark, poorly lit alley. You can feel guns trained on you.
"Did you bring the money?"
By some miracle, you weren't just killed with your cbills taken from you.
In your hands, a shiny part. Illegal as all heck, but everyone's doing it now. Like steroids in the olympics, or upgraded weapons in the Solaris Arena.
Over time, you learn that you can upgrade the software and hardware in this piece of equipment. It won't even cost you a cbill. Just time. Time to learn about how to do it, time to get it done.
----------
In other words, you unlock access. You buy the part.
You unlock upgrades and all copies you have are automatically upgraded at no additional charge. Any future ones you get will automatically be upgraded, too.
#9
Posted 06 December 2014 - 09:33 AM
#10
Posted 06 December 2014 - 11:58 AM
ExoForce, on 06 December 2014 - 09:33 AM, said:
It increases heat only to the extent that you're firing more frequently so you build up heat more quickly. In of itself the module doesn't have a heat penalty as such.
#11
Posted 08 December 2014 - 03:42 PM
#12
Posted 08 December 2014 - 04:01 PM
Lava Cookies, on 05 December 2014 - 11:39 PM, said:
Yeah - once equiped you can't add another - but they DO stack with quirks - sometimes to big extra bang for your hard earned bucks - the SRM4 range module combined with the Griffin 3M SRM4 quirks - range jumps from the normal 270 to (I think) 324. Nice.
And the AC5 cooldown makes my triple AC5 Jager S happy combined with the quirks for AC5 it's back to Dakka goodness, but not as much as the Dragon 1N - stacking the insane quirks with both the AC5 cooldown and range modules turns it's right arm into the fist of an angry god.
#13
Posted 08 December 2014 - 04:02 PM
in my Twolves I used to run a ERMdL range module to get them closer to the LPL range that was also fitted.
Edited by Keira RAVEN McKenna, 09 December 2014 - 01:36 AM.
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