Dynamic Cooldown Modules
#1
Posted 27 August 2016 - 08:32 AM
Right now cooldown modules decrease the cooldown of all weapons of a single type by a flat 5% on your mech.
I am proposing that the cooldown buffs be more in the realm of 20-30%, but that the buff should be divided amongst all weapons that the module targets.
A 3 PPC mech should get a 6.66% Cooldown buff to each of his weapons if he mounts a module, whereas a single PPC mech should get a full 20% buff.
This will :
A ) help hardpoint starving mechs so that huge Cooldown quirks aren't as necessary.
B ) make it so that single weapon mechs get the same value out of cooldown modules as boat mechs.
C ) make mechs with single weapons more viable against their more fleshed out counterparts.
I would suggest that the following weapons get a 30% Cooldown module:
-IS Small Lasers
-IS Small Pulse Lasers
-IS Medium Lasers
-IS Medium Pulse Lasers
-Clan ER Small Lasers
-Clan Small Pulse Lasers
I would suggest that the following weapons get only a 12% Cooldown module:
-Gauss Rifle
-Clan Gauss Rifle
I would suggest that every other weapon get a 20% Cooldown module, and I would also suggest that weapon modules be halved in price to aid in their use as a balancing tool that newer players can equip, rather than a late game upgrade.
#2
Posted 27 August 2016 - 11:49 AM
Sorry... Let my be a little more positive.
This is a good way to help hard point staved mechs, and a way to remove the quirks (which really make no sense at all). Dynamic Modules would bring a varied play style and a welcome change. No more having to check 3rd party websites, or going out of the mech lab to re-highlight your own mech to recheck quirks.
One of bigger issues with new mechs is power creep in the form of hard point numbers, this can go someway to resolving this issue.
Edited by Honiara, 27 August 2016 - 11:53 AM.
#3
Posted 27 August 2016 - 12:07 PM
Perhaps sendc Russ a PM on twitter to link to it
#4
Posted 28 August 2016 - 03:03 AM
Cygone, on 27 August 2016 - 12:07 PM, said:
Perhaps sendc Russ a PM on twitter to link to it
Trying my hardest to get Russ to look on twitter.
Edited by Jack Shayu Walker, 28 August 2016 - 03:04 AM.
#5
Posted 28 August 2016 - 08:21 AM
We could also move away from these mech-based slots and have Body-Section based slots for modules.
Say you have 1 Slot in the LT where you have 2 Energy HPs. and this could buff all 2 weapons for 1/2 effect for each weapon, or for the full buff to a single weapon if you use only one.
So you could use 2x LLaser each getting 1/2 X% or you can take a single one for X%.
And that could also make it possible to give Arm-based weapons some kind of multiplier.
But I guess the current quirk system is already limited to the full mech, so HP based values are difficult for Quirks and Modules.
#6
Posted 29 August 2016 - 05:33 AM
Reno Blade, on 28 August 2016 - 08:21 AM, said:
We could also move away from these mech-based slots and have Body-Section based slots for modules.
Say you have 1 Slot in the LT where you have 2 Energy HPs. and this could buff all 2 weapons for 1/2 effect for each weapon, or for the full buff to a single weapon if you use only one.
So you could use 2x LLaser each getting 1/2 X% or you can take a single one for X%.
And that could also make it possible to give Arm-based weapons some kind of multiplier.
But I guess the current quirk system is already limited to the full mech, so HP based values are difficult for Quirks and Modules.
Yeah, I also thought of that, but the more complicated the idea, the more dev time it'll take, and the less attention PGI will pay it.
Just starting with dynamic cooldown modules will be a good step for the game that's really easy to implement.
#7
Posted 29 August 2016 - 08:25 AM
Also, I'd be happy for the Gauss to be a full 20%, gauss needs fixing with no hard cap, and this would help encourage 1-2 gauss builds.
#9
Posted 29 August 2016 - 08:41 AM
That's....really good. So simple and yet so damn good. It encourages mixed builds but allows boats to be powerfull too.
It could be applied to range modules too. They could even make new modules such as.
- Lock on modules. Shorter lock on times. Really good for mechs using a single streak/LRM launcher in addition to a bunch of other weapons.
- Burn duration module. - Velocity module (would work wonders for LRM's)
- Critical chance module that applies only to a certain type of weapon or weapon type.
Another thing is that this can be combined with other systems proposed by the community.
This is very promising. Hope Russ takes the bait.
#11
Posted 29 August 2016 - 10:18 AM
Jack Shayu Walker, on 29 August 2016 - 10:04 AM, said:
I tweet him about this at least once a day.
There is one slight hope. I once sent a PM to Paul over a year ago but he never even read the PM. (proves how much hate mail he gets i guess)
But then i sent a PM to Tina. She opened the PM at least but gave it no response...better than nothing.
Just keep it short and polite.
I asked her to bring up my idea on the next staff meeting since it was unique enough to warrant attention.
It was a way to balance rifles and make them very usefull without altering TT values such as damage, heat, weight, crit slots, range, low velocity, low firerate.
Even the dang -3 damage to mech armor was only changed to -2.5 along with an increase in ammo per tonn.
It was a way to make the Rifles into crit seeker weapons....real beastly cannons once the armor is stripped.
Edited by Spleenslitta, 29 August 2016 - 10:27 AM.
#12
Posted 29 August 2016 - 12:23 PM
Spleenslitta, on 29 August 2016 - 08:41 AM, said:
And this. That's great.
But there's also a problem with modules' overprice. I think that PGI should add EVE Online's rigs-like modules: with same stats, more adequate pricing (like ~500'000 c-bills per weapon module) but they can be only fitted permanently and should destroyed to be replaced by another module, not freely moved between mechs.
Modules have such a great potential to improve customization but their overprice makes them underused.
#13
Posted 30 August 2016 - 08:44 AM
Appuagab, on 29 August 2016 - 12:23 PM, said:
And this. That's great.
But there's also a problem with modules' overprice. I think that PGI should add EVE Online's rigs-like modules: with same stats, more adequate pricing (like ~500'000 c-bills per weapon module) but they can be only fitted permanently and should destroyed to be replaced by another module, not freely moved between mechs.
Modules have such a great potential to improve customization but their overprice makes them underused.
I would be in favor of bringing down the price of modules, however I'm going to leave out the suggestion of any other mechanical changes until this is actually in the game. I want PGI to think of this as something they can implement with minimal work. I think it'll do a lot of good for the game.
#14
Posted 30 August 2016 - 09:34 AM
#15
Posted 30 August 2016 - 09:37 AM
I would love to see cheaper modules, but I can work just fine with the existing system. In 2 months of play I have managed to acquire all the modules I need for both my scouting faction play deck and my 12v12 faction play deck. I now never need to buy another module again until I decide to try a different mech.
Let me reiterate that I love the OP suggestion! Nice thinking!
Edited by Shadowspawn42, 30 August 2016 - 09:38 AM.
#16
Posted 30 August 2016 - 01:59 PM
Shadowspawn42, on 30 August 2016 - 09:37 AM, said:
I would love to see cheaper modules, but I can work just fine with the existing system. In 2 months of play I have managed to acquire all the modules I need for both my scouting faction play deck and my 12v12 faction play deck. I now never need to buy another module again until I decide to try a different mech.
Let me reiterate that I love the OP suggestion! Nice thinking!
Again I recall it being Deathlike's idea, but I really liked it and definitely thought it deserved it's own topic Hopefully I can get Russ to look >.<.
#17
Posted 30 August 2016 - 10:07 PM
#18
Posted 30 August 2016 - 11:02 PM
But if PGI could do dynamic stuff... we would not have had 7 different classes of targeting computers, and the quirks could have been locked to specific hardpoint, rather than chassis-wide.... or we would have switchable LBX ammo.
Sadly... PGI can not do dynamic stuff.... A programmer left the company in 2013 and they can not figure out the code any more.
#19
Posted 31 August 2016 - 05:32 AM
Navid A1, on 30 August 2016 - 11:02 PM, said:
But if PGI could do dynamic stuff... we would not have had 7 different classes of targeting computers, and the quirks could have been locked to specific hardpoint, rather than chassis-wide.... or we would have switchable LBX ammo.
Sadly... PGI can not do dynamic stuff.... A programmer left the company in 2013 and they can not figure out the code any more.
Ah but the issue with switchable ammo is it must be dynamic in real time, "dynamic" cooldown modules just needs to be dynamic when you hit the save button on the mech lab. I don't even know how to code and I could probably sit down with a guide book and make this change if I had access to the games raw code (and knew where to find modules in that code.)
Its as simple as changing "5" to "20/x"
#20
Posted 31 August 2016 - 10:46 AM
Jack Shayu Walker, on 31 August 2016 - 05:32 AM, said:
Ah but the issue with switchable ammo is it must be dynamic in real time, "dynamic" cooldown modules just needs to be dynamic when you hit the save button on the mech lab. I don't even know how to code and I could probably sit down with a guide book and make this change if I had access to the games raw code (and knew where to find modules in that code.)
Its as simple as changing "5" to "20/x"
It IS simple.
But not when it comes to PGI.
It is similar to targeting computer case. A TC size and weight should depend on how much direct fire weapons you have on your mech... 1 ton of TC per 5 tons of weapon equipped. They could not do that.
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