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Weapon Cooldown Modules


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#1 Mitsuragi

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Posted 26 May 2015 - 12:53 PM

Ok, I know everyone has feelings about time-to-kill (TTK) and front-loaded-pin-point-damage (FLPPD). In an attempt to add an option to the table why don't we look at this option: remove cooldown models and convert them to duration/velocity. Eg, missiles and ballistics fly faster and lasers have shorter beam durations. This would provide a weapon benefit without increasing the frequency the weapon is fired.

@Bishop Steiner, your thoughts specifically?

Edited by Mitsuragi, 26 May 2015 - 01:11 PM.


#2 FupDup

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Posted 26 May 2015 - 12:57 PM

In some cases these modules would actually be more effective than the current ones, particularly laser duration (because they don't benefit from cooldown as much).

People overrate the value of spam fire, and underrate accuracy. Spam fire only starts to be an issue on mechs with super RoF quirks like the dakka Dragon, or on mechs like the Dire Whale that have the sheer tonnage to spam UACs.


Beyond those outliers, it's the accurate, powerful single strikes that pile-drive through mechs, not the rate of firing.

We've seen confirmation of this in the past with the hyper-dakka AC/2 that once had a cooldown of 0.5 seconds. This gave it the same DPS as an AC/10, yet it wasn't even a popular or effective weapon specifically BECAUSE IT HAD SUCH A TINY ALPHA STRIKE DAMAGE VALUE. Take that, DPS boogeyman. :P

Edited by FupDup, 26 May 2015 - 01:13 PM.


#3 Bilbo

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Posted 26 May 2015 - 12:57 PM

That really increases the effectiveness of both weapons more than the cooldown modules do. Same damage over a shorter duration for lasers and things are generally easier to hit the faster the bullet moves.

#4 Weeny Machine

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Posted 26 May 2015 - 01:28 PM

Lasers seen as the whole package are already too good. You hit easily with them, their burn duration isn't much longer than you need to guess the velocity when you fire a PPC on a moving target etc.

Adding modules to shorten their burn duration...wow, that would bring the laser spam to new heights.

#5 LordNothing

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Posted 26 May 2015 - 08:36 PM

i generally want more modules rather than change the ones we have.

#6 Karpi

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Posted 26 May 2015 - 09:37 PM

shortening beam durations means you can shot faster, since the weapon will be loaded before due to shorter firing time. For now, I would suggest upping mech armor or lowering damage as a whole. Make matches a tad bit longer

#7 Xetelian

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Posted 26 May 2015 - 09:40 PM

I could see adding new modules but not replacing our current ones.

#8 Narcissistic Martyr

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Posted 27 May 2015 - 12:02 AM

You leave my dakka dragon alone! I've been playing dragons since closed beta and they're finally non terrible. So you leave my dragon alone until it's smaller than a timberwolf.

#9 Satan n stuff

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Posted 27 May 2015 - 01:54 AM

View PostFupDup, on 26 May 2015 - 12:57 PM, said:

In some cases these modules would actually be more effective than the current ones, particularly laser duration (because they don't benefit from cooldown as much).

People overrate the value of spam fire, and underrate accuracy. Spam fire only starts to be an issue on mechs with super RoF quirks like the dakka Dragon, or on mechs like the Dire Whale that have the sheer tonnage to spam UACs.


Beyond those outliers, it's the accurate, powerful single strikes that pile-drive through mechs, not the rate of firing.

We've seen confirmation of this in the past with the hyper-dakka AC/2 that once had a cooldown of 0.5 seconds. This gave it the same DPS as an AC/10, yet it wasn't even a popular or effective weapon specifically BECAUSE IT HAD SUCH A TINY ALPHA STRIKE DAMAGE VALUE. Take that, DPS boogeyman. :P

And yet people complained about players mounting 6 of them on one mech, even though that build has practically no armor, ran ridiculously hot and has barely any ammo.
Some people will complain about anything.

View PostNarcissistic Martyr, on 27 May 2015 - 12:02 AM, said:

You leave my dakka dragon alone! I've been playing dragons since closed beta and they're finally non terrible. So you leave my dragon alone until it's smaller than a timberwolf.

The dakka dragon is still pretty terrible, they're easily disarmed and they need lots of facetime to kill anything.

Edited by Satan n stuff, 27 May 2015 - 01:55 AM.


#10 StraferX

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Posted 27 May 2015 - 02:46 AM

I do not use the cool down modules, I am an aggressive player when with my team and the cool down tends to make me over heat as I go buck wild. The only weapon mods I use are range except on SRM's because they have a sweet spot and I like to get in closer anyways. I would much rather PGI focus on building more maps and make role warfare skill tree and bonus.

#11 Alistair Winter

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Posted 27 May 2015 - 04:14 AM

Or maybe just stick with the initial idea, which was to create a positive and negative stat for all weapon modules? So give longer cooldown to offset extra range, or more heat to offset cooldown, for example.

And then introduce similar negative stats for all modules, so that the Module Collector Endgame becomes more about tailor-fitting modules to fit your play style instead of straight up upgrades so you can molest new players with greater ease? Maybe try to keep that TTK in check?

Crazy talk, I know.





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