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Module Dreams


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#1 CtrlAltWheee

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Posted 28 February 2015 - 11:22 AM

A module that makes the TAG laser invisible.

This way scouts can use it without giving away their position.

What's everyone else's secret dream modules?

#2 FupDup

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Posted 28 February 2015 - 11:26 AM

  • Machine Gun rate of fire
  • Ultra AC reduced jam rate and/or faster unjam time
  • SRM spread reduction
  • LB-X spread reduction
  • MG CoF removal module
  • MG/LBX crit multiplier
  • AC/2 anti-suck module
  • [ER]PPC velocity
  • Everything velocity
  • Multi-Trac (Can lock multiple red doritos at one time)
  • Enhanced Imaging
  • Flamer anti-suck module
  • "Bonus Heatsink" module
  • UAC/2 Cooldown
  • AC/2 Cooldown
  • CAC/2 Cooldown
  • Flamer damage (because everything else gets to shoot faster with cooldowns)
  • JJ thrust
  • Improved Gyros not sucking
  • Hill Climb not sucking
  • Speed retention not sucking
  • Slight internal structure booster module
  • Increased item health module
  • Increased ammo per ton module
  • Slightly agility buff module
  • Top speed module
  • Improved BAP/ECM/Artemis module
  • Faster missile locks module
  • Any other random idea that pops into my head
A revamp of the module slot system so that they were divided up by role (recon/assault/sniper/support/etc) rather than having dedicated slots for blatantly obvious money sinks.

Edited by FupDup, 28 February 2015 - 11:52 AM.


#3 Anarcho

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Posted 28 February 2015 - 11:30 AM

A module to use the "clan are OP" tears as Heat coolant...

#4 Brody319

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Posted 28 February 2015 - 11:32 AM

Heavy Mass Driver Strike.

#5 Fate 6

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Posted 28 February 2015 - 11:35 AM

Increased SRM missile velocity

Reduced LBX/Machine Gun spread

#6 Cyborne Elemental

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Posted 28 February 2015 - 11:41 AM

Anti-nascar module

One that freezes all players who are 1000 meters away from their assaults in the first 20 seconds of the game in their tracks, and makes them rethink their strategy.

#7 FupDup

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Posted 28 February 2015 - 11:42 AM

View PostMister D, on 28 February 2015 - 11:41 AM, said:

Anti-nascar module

One that freezes all players who are 1000 meters away from their assaults in the first 20 seconds of the game in their tracks, and makes them rethink their strategy.

Wouldn't that module auto-activate on Alpine when everybody spawns? :rolleyes:

#8 Succubusy

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Posted 28 February 2015 - 11:50 AM

View PostFupDup, on 28 February 2015 - 11:26 AM, said:

  • Narc duration


I thought that's what the Enhanced Narc module does.

#9 FupDup

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Posted 28 February 2015 - 11:52 AM

View PostSuccubusy, on 28 February 2015 - 11:50 AM, said:


I thought that's what the Enhanced Narc module does.

Oh...looks like I forgotted. Gonna remove that from my list.

#10 CtrlAltWheee

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Posted 28 February 2015 - 12:02 PM

FupDup I think you've thought about this question before :)

The ability to track multiple doritos at once is awesome.

#11 Soy

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Posted 28 February 2015 - 12:38 PM

There was a time around 2 years ago, maybe a less, right after Seismic came out I was preaching the word of Seismic, and was suggesting this as a soft counter to it (this was back when Seismic worked while moving, so)

http://mwomercs.com/...ost__p__2433399

Soy said:

Lightstep module would be the best thing you could do to control Seismic.

Guy using Seismic wastes a slot, how many Lightsteps do you need, how many Seismics will they carry, etc. Just like ECM and whatnot, it's another layer of info warfare that can be self contained in risk vs reward and the potential variety of other decent modules people have to consider, etc...


I still think it's a decent idea

#12 sneeking

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Posted 28 February 2015 - 08:20 PM

Consumable jumpjet module for mid air recharge.

I dream of equipping two on my sdr5v and leaving the planet !

#13 luxebo

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Posted 28 February 2015 - 08:31 PM

Guys! Guys! Guys!

Melee enhancing module.

Uh................ ghost heat removal module? :lol:

Edited by luxebo, 28 February 2015 - 08:34 PM.


#14 Kjudoon

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Posted 28 February 2015 - 08:59 PM

Tag range.(love the invisible tag idea)
Lrm lock time increase
Targeting speed increase
Bap range extender
Heat generation reduction
JJ doublers (time or height)
"Basic" skill multipliers (cool run, twist X, Anchor Turn for example)
Speed tweak doubler.
Old "blue man" thermals
Low light or thermal range extenders (1000m or even 1500m)

These would be REALLY fun to have and one extra mech/weapon slot. For every mech in the game.

#15 El Bandito

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Posted 28 February 2015 - 09:19 PM

View PostCtrlAltWheee, on 28 February 2015 - 11:22 AM, said:

A module that makes the TAG laser invisible.

This way scouts can use it without giving away their position.

What's everyone else's secret dream modules?


TAG laser should be visible only in Heat Vision mode by default. It is an INFRARED LASER.

Quote

Target Acquisition Gear (TAG) is an advanced targeting device for use by artillery spotters. The TAG unit works by firing an infrared laser beam to designate the target and transmits that data via a tight-beam laser communication system to the guidance systems of friendly "smart" bombs and missiles.


This way the spotters and TAG equipped LRM boats do not have to sit there like a large red bulls-eye while waiting for the missiles to lock. To counter TAG invisibility, just press "H".

Edited by El Bandito, 28 February 2015 - 09:22 PM.


#16 Levi Porphyrogenitus

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Posted 28 February 2015 - 09:42 PM

LB-AC Slug module - fixes the issue with LB-ACs only being able to fire clusters, as equipping the module converts all your shots with it to slug mode. Still no ammo toggle, but it's a stop-game module to fix a hole in the weapon roster. Plus, PGI can then convert all cACs to cLB-ACs.

Multi-Tracking module - lets you target up to 2 (Advanced bumps this up to 3) enemies simultaneously, with destroyed targets automatically becoming unselected, and when you target a fourth enemy, the first one you targeted gets replaced (so you keep the most recent living targets, essentially).

High-Step module - lets you step up terrain and obstacles that are lower than your mech's knee, so no more getting stuck in the Canyon Network river in your Atlas, and no more stumbling like a drunken sailor up the steps in Viridian Bog in your King Crab. It'd do nothing for proper slopes (that's Hill Climb's job), just get you over things that your mech really should be able to step over.

Thunder Munitions Strike - off-map deployed anti-mech mines. The strike deploys 6 mines in a 15m radius of your aim point. Each mine has a 5m fuse radius and a 10m blast radius. They only trigger on mechs over 50 tons (so 55+), and can be shot to detonate prematurely. They have an IFF, so only enemy mechs will trigger them. Priority (MC) and Improved (c-bills) upgrades will increase it to 10 mines. Damage and fire delay are the same as arty and air.

#17 MechWarrior3671771

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Posted 28 February 2015 - 10:19 PM

Advanced Sensor range should increase ECM bubble.

#18 luxebo

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Posted 28 February 2015 - 10:25 PM

On a serious note though, wouldn't melee/collision damage increase towards red IFF opponents be cool? Like if you run out of weapons but can slowly do damage by ramming?





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