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Submit Ideas For New Modules Here And Give Feedback


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#61 blinkin

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Posted 27 January 2013 - 11:23 AM

updated and bumped

#62 ManDaisy

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Posted 27 January 2013 - 11:26 AM

Triple strength myomer, makes you mech go fast, and punch and kick harder. Also makes you glow red and shout Trans-Am. Your heat must be at 50% or greater to use.

#63 Emilio Lizardo

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Posted 27 January 2013 - 11:53 AM

Loudspeaker systems.

Think about it; it's a fun way to put your own voice in the vicinity of the mech via a microphone or play music. The engine might not support it, but if it does it would make for a fun addition to game play.

#64 Steel Talon

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Posted 27 January 2013 - 12:04 PM

Tractor beam:
Slows or stops all mechs around u, depending on mech tonnage, proximity distance & engine strength.
Slows player mech aswell, produces heat when running

#65 Emilio Lizardo

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Posted 27 January 2013 - 12:19 PM

Also... not sure if this has been brought up much yet, but what about physical attacks as a module? It would prevent the rushing/nuzzling tactic from becoming overwhelmingly popular because it would limit physical attacks by type as purchased modules (punch, kick, etc).

#66 blinkin

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Posted 28 January 2013 - 07:07 PM

updated and bumped

#67 focuspark

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Posted 28 January 2013 - 11:03 PM

Surveillance drone. Allow me to drop a sensor on the battlefield someplace which can detect and provided targeting information for enemy mechs within 200m. ECM should disrupt the sensor.

#68 blinkin

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Posted 29 January 2013 - 10:42 AM

updated and bumped

#69 blinkin

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Posted 30 January 2013 - 12:04 PM

bump

#70 focuspark

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Posted 30 January 2013 - 12:42 PM

I should add (free bump as well) that my idea for a Surveillance Drone would have the drone detectable to any mech within 50m and easily destroyed. Maybe give it 5 health or some nominal amount BUT it should not be detectable while being jammed by ECM. BAP should increase the detection radius by normal amount BAP increases sensor ranges.

Edited by focuspark, 30 January 2013 - 12:43 PM.


#71 xengk

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Posted 31 January 2013 - 02:00 AM

Clan Tech Adaption Module
Allow you to install Clan weapon on an Inner Sphere mech.


Uses
Level 1
Allow installation of Clan Energy weapon(s) on an Inner sphere mech.

Level 2
Allow installation of Clan Ballistic weapon(s) on an Inner sphere mech.

Level 3
Allow installation of Clan Missile weapon(s) on an Inner sphere mech.


Pros
  • No Clan tech running amok on Day 1.
Cons
  • GEXP grinding.


#72 blinkin

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Posted 31 January 2013 - 11:34 AM

updated and bumped

#73 DocBach

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Posted 31 January 2013 - 11:39 AM

How about taking the modules we have that should be included with Beagle Active Probe and putting it back in the BAP?

#74 blinkin

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Posted 01 February 2013 - 11:19 AM

bump

#75 DocBach

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Posted 01 February 2013 - 11:22 AM

PPC Pugilist Module - removes minimum range like the inhibitor mods people have been saying, without any downside. Paying tons of c-bills and GXP is enough of a con to getting rid of 90 meters of minimum range. They could make it ranked to where the first rank drops the minimum range 30 meters, so on so forth.

Also, ECM should be broken into modules, if the counters to it are being introduced as modules.

http://mwomercs.com/...__fromsearch__1

#76 Juuso Karhu

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Posted 01 February 2013 - 11:53 AM

View PostDocBach, on 01 February 2013 - 11:22 AM, said:

PPC Pugilist Module - removes minimum range like the inhibitor mods people have been saying, without any downside. Paying tons of c-bills and GXP is enough of a con to getting rid of 90 meters of minimum range. They could make it ranked to where the first rank drops the minimum range 30 meters, so on so forth.



http://www.sarna.net...i/Snub-Nose_PPC

We need to wait for another 17 years for that.

But yeah, to get rid of that inhibitor thingie could work. But to get PPC to work always and with no danger of cooking your own electronics on close range, no thanks... As what I read out from somewhere, they're going to make PPC hit to disrupt your electronics or something for a while after and probably also generate heat. But this is just a hearsay.

So, to get rid of all cons off from a weapon that will probably be the best one in game shouldn't happen.

#77 DocBach

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Posted 01 February 2013 - 11:54 AM

Snub Nose PPC can come out in 17 more years - PPC Pugilist reduces the range 30 meters per level. Snub Nose PPC comes with the perk built in, is all.

#78 Juuso Karhu

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Posted 01 February 2013 - 12:06 PM

Well from this I got an idea ... there's almost similar one in the suggestions already, but this is a bit different.

A some sort of re-calibration of the field inhibitor module? Depending on how far you dare to go with it, the more risk you'd be willing to take.

#79 blinkin

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Posted 01 February 2013 - 12:23 PM

View PostDocBach, on 01 February 2013 - 11:54 AM, said:

Snub Nose PPC can come out in 17 more years - PPC Pugilist reduces the range 30 meters per level. Snub Nose PPC comes with the perk built in, is all.

minor point of interest ERPPC has no minimum range, but it does have 50% more heat per shot. i know it is odd but that is how it works in this game and on tabletop.

#80 DocBach

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Posted 01 February 2013 - 12:25 PM

View Postblinkin, on 01 February 2013 - 12:23 PM, said:

minor point of interest ERPPC has no minimum range, but it does have 50% more heat per shot. i know it is odd but that is how it works in this game and on tabletop.


Yeah - but for players who do most of their fighting up close, and don't want the 50% heat of an ER PPC, a module would make the PPC more in line with their play style.





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