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More Weapon Modules

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#1 RedDevil

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Posted 31 July 2015 - 07:01 AM

There's been lots of discussion about ballistics, quirks and other weapons, so related to that topic, why not introduce some more weapon modules?

So far we have Cooldown % and Range %.
Why not add some more weapon modules:

Weapon (some ballistic, some all)

-Ammo modules (+ammo)

-LBX spread modules (much tighter spread)

-Heat modules (lower heat)

-Velocity modules (faster projectiles, PPCs or missiles)




System modules:

-TAG mark (tag lasts a couple seconds longer after the beam leaves the target)

-BAP module (longer range to counter ECM)





Did I miss any good ideas?

#2 Narcissistic Martyr

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Posted 31 July 2015 - 09:03 AM

How about NO modules AT ALL? That sounds much better.

#3 GonaDie

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Posted 31 July 2015 - 09:08 AM

View PostNarcissistic Martyr, on 31 July 2015 - 09:03 AM, said:

How about NO modules AT ALL? That sounds much better.

B-b-but what about end game content?

#4 Throat Punch

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Posted 31 July 2015 - 09:13 AM

10% more bobble to the Coconut Monkey bobblehead cockpit item module.


All joking aside an Ammo module might be pretty cool. Up your Ammo by like 5%

#5 Mirkk Defwode

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Posted 31 July 2015 - 09:14 AM

View PostGonaDie, on 31 July 2015 - 09:08 AM, said:

B-b-but what about end game content?


Tell me how modules are end-game content? Beyond that they cost stupid amounts of the in-game currency for tweaking some values on core systems giving advantages with no disadvantages.

Having no disadvantages removes my desire for them because it's not a choice of Risk/Reward - it is something you utilize to just be "better" than the other guy. I'd rather suck up the challenge and not use them at all relying on core mechanics and skill to get victories.

#6 Weeny Machine

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Posted 31 July 2015 - 09:23 AM

View PostNarcissistic Martyr, on 31 July 2015 - 09:03 AM, said:

How about NO modules AT ALL? That sounds much better.


Nope. The only relief from this ECM idiocy is seismic :)

#7 GonaDie

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Posted 31 July 2015 - 09:23 AM

View PostMirkk Defwode, on 31 July 2015 - 09:14 AM, said:


Tell me how modules are end-game content?

They cost much.

#8 RedDevil

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Posted 31 July 2015 - 09:26 AM

Well, modules could be tweaked a better t to help roll specialization, rather than min maxing. I kind of like the idea of using them for selective quirks.

#9 Mirkk Defwode

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Posted 31 July 2015 - 09:29 AM

View PostGonaDie, on 31 July 2015 - 09:23 AM, said:

They cost much.


So the cost associated with them defines them as End-Game? That's it?

Cause I don't find much value in that sort of logic.

#10 GonaDie

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Posted 31 July 2015 - 09:34 AM

View PostMirkk Defwode, on 31 July 2015 - 09:29 AM, said:


So the cost associated with them defines them as End-Game? That's it?

Cause I don't find much value in that sort of logic.

Yep. That's it. Modules are the last thing to buy in my list, because there are many mechs I want to try, but don't have the money to buy. They are end-game for me.

Edited by GonaDie, 31 July 2015 - 09:35 AM.


#11 RoboPatton

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Posted 31 July 2015 - 09:35 AM

View PostMirkk Defwode, on 31 July 2015 - 09:29 AM, said:


So the cost associated with them defines them as End-Game? That's it?

Cause I don't find much value in that sort of logic.


Tell Russ, he can be commonly found on Twitter.

#12 Radbane

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Posted 31 July 2015 - 09:35 AM

View PostRedDevil, on 31 July 2015 - 07:01 AM, said:



Did I miss any good ideas?


I actually like the idea of modules. Small buffs for a steep price. Nothing gamebreaking, but something to grind for. Unfortunally there's just to few of them.

You have a good list going, but a few more comes to mind.

- Reduced burn-time for lasers
- Reduced Jam-chance for U-AC's
- Inceased Crit chance

But the one I miss the most and would spend billions of C-bills on is Reduced Heat. Gimme ^^

Edited by Radbane, 31 July 2015 - 09:36 AM.


#13 JustEvil

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Posted 31 July 2015 - 10:27 AM

View PostNarcissistic Martyr, on 31 July 2015 - 09:03 AM, said:

How about NO modules AT ALL? That sounds much better.

I like that.

View PostBush Hopper, on 31 July 2015 - 09:23 AM, said:


Nope. The only relief from this ECM idiocy is seismic :)

Nope. Seismic can be some sort of additional equipment, that is a sensor after all... Wait. Wasn't it like that all mechs have such sensors? Whatever, this is fine. Rest of the cooldowns and ranges and stuff is just ridiculous power creep - just like almost all of the skills, double basics stuff and especially speed tweak.

#14 Deathlike

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Posted 31 July 2015 - 10:34 AM

Simply, just no.

But since PGI is involved, probably soon™.

#15 Weeny Machine

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Posted 31 July 2015 - 01:26 PM

View PostRadbane, on 31 July 2015 - 09:35 AM, said:

I actually like the idea of modules. Small buffs for a steep price. Nothing gamebreaking, but something to grind for. Unfortunally there's just to few of them.

You have a good list going, but a few more comes to mind.

- Reduced burn-time for lasers
- Reduced Jam-chance for U-AC's
- Inceased Crit chance

But the one I miss the most and would spend billions of C-bills on is Reduced Heat. Gimme ^^


1. Reduced Burntime?
- Yup, please bring the laser spam to a brand new level

2. Reduced Heat?
- see 1.
- great, lower the TTK even more. If your aim is good as a heavy you can 1-2 shot lights already

These would be the most gamebreaking modules

Edited by Bush Hopper, 31 July 2015 - 01:26 PM.


#16 CDLord HHGD

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Posted 31 July 2015 - 01:33 PM

View PostMors Draco, on 31 July 2015 - 09:13 AM, said:

10% more bobble to the Coconut Monkey bobblehead cockpit item module.


All joking aside an Ammo module might be pretty cool. Up your Ammo by like 5%

Well, take AC20 ammo, +1 or 2, see what that % is, and use that.

+1 is a 14% increase
+2 is a 28% increase

IMHO, even though AC20 is my favorite weapon in game, the +1 is more balanced (the AC20 gets shafted, but other ACs do well with it).

Ofc that is unless they have different modules per AC thereby giving different ammo amounts.

#17 Nightmare1

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Posted 31 July 2015 - 03:24 PM

With respect to the OP, I've been saying this for a while now in Feature Suggestions: http://mwomercs.com/...__fromsearch__1

I like the idea of some velocity modules for projectile speeds.

#18 Alistair Winter

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Posted 31 July 2015 - 03:47 PM

View PostNarcissistic Martyr, on 31 July 2015 - 09:03 AM, said:

How about NO modules AT ALL? That sounds much better.

How about modules that each provides both advantages and disadvantages? You know, extra customization? Surrogate role warfare? :P

#19 Last Of The Brunnen-G

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Posted 31 July 2015 - 05:02 PM

Yes, remove the modules all together. Just make items with slots and weight instead. It would be better to have a system to tune the weapons but with drawbacks.
For example:
An Range extander for large lasers would produce more heat in the weapon mounted.

#20 Radbane

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Posted 31 July 2015 - 11:44 PM

View PostBush Hopper, on 31 July 2015 - 01:26 PM, said:

1. Reduced Burntime?
- Yup, please bring the laser spam to a brand new level


You really think that bringin burntime down with 10% at level 5 would be that gamebreaking? From maybe 1,1 seconds to 1,0? Jeez, lol

View PostMasterBurte, on 31 July 2015 - 05:02 PM, said:

An Range extander for large lasers would produce more heat in the weapon mounted.


That's what we had, noone used them back then





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