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Target Locks And Radar Deperivation Module


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#21 Tesunie

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Posted 28 August 2015 - 11:56 AM

View PostWidowmaker1981, on 28 August 2015 - 11:31 AM, said:


If you are using LRMs, target decay has always been required. Radar Deprivation just made it.. even more required. That +1.5 seconds of lock time after losing LOS is too valuable to an LRM boat not to get.

I actually think that what they need to do is buff the effectiveness of unused modules like Hill Climb and Improved Gyros. Just increase the magnitude of their effect so they become a tempting alternative compared to Seismic or Radar Deprivation. Modules are limited by slots so it wont make mechs overpowered compared to now, just more varied.


Trust me, I know about Target Decay. And I agree with you that they made it a must to have, especially now that Radar Dep is in the game. However, Radar Dep is stronger than Decay and they don't actually fully counter each other properly. Radar Dep has also, since it's inception, been causing (at least as far as I have noticed) targets to flicker, even if they are in clear line of sight and visible. I feel Radar Dep should only reduce decay by a percentage, similar to Advanced Decay. This way, it isn't an "instant" target loss, but it will still shake a lock on a lot sooner. Then, Decay and Dep should cancel each other out making decay normal levels.


I agree with you. A lot of the modules could use to be looked at again. Some are never taken because they just don't do enough. Others are auto-go-to because they do probably too much. Modules should be an agonizing choice of what you want to improve. Not a "Always take this module on everything". Modules should also be minor adjustments (similar to weapon modules). Not drastic abilities that alter game play significantly. (Seen as they cost no weight, heat or crits to take.)

#22 Kmieciu

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Posted 31 August 2015 - 01:45 AM

Radar Derp has been intentionally overpowered since its inception.
PGI wanted a C-Bill sink, but once again, failed in their plans.
You only need one for solo/group queue and 4 for CW.

PS. Don't tell anyone that you can take modules off mechs that are still in-match...

#23 Tesunie

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Posted 31 August 2015 - 08:17 AM

View PostKmieciu, on 31 August 2015 - 01:45 AM, said:

PS. Don't tell anyone that you can take modules off mechs that are still in-match...


You use to not be able to, because you couldn't even go into Mechlab with them before hand. (It would have every option blanked out if I recall right.) Must have changed.





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