Submit Ideas For New Modules Here And Give Feedback
#41
Posted 24 January 2013 - 12:52 PM
#42
Posted 24 January 2013 - 01:54 PM
#43
Posted 24 January 2013 - 05:31 PM
DoRkcHoPs, on 24 January 2013 - 01:54 PM, said:
Agreed, not arguing otherwise. Just giving you the backstory.
#44
Posted 24 January 2013 - 07:22 PM
I think this sounds fair enough.
Enhance PPC Capacitor: Increases range of any type of PPC equiped with a PPC Capacitor. Making a PPC more of a sniper weapon (Especialy, ERPPC).
Superchange PPC Capacitor: Increases the effects of the PPC Capacitor (More damage and heat generation).
Link to a descprition of the PPC Capacitor: http://www.sarna.net...i/PPC_Capacitor I know that the PPC Capacitor isn't dew to come out for another 10 years. But, I love PPCs and the PPC Capacitor just makes them better.
#45
Posted 24 January 2013 - 08:37 PM
PPCs do full within minimum range, with the risk of component damage to the PPC.
Should be a toggle, that takes a full shot cooldown to complete.
uses:
- Allows the weapon to be fired at brain dead splatterpults when they start nuzzling you.
- Stops a 7 tonne weapon and supporting heatsinks from being rendered completely useless by being rushed.
- Requires a key binding
Allows SSRM 2s to be fired as SRM 2s.
Should be a toggle, that takes a full shot cooldown to complete.
uses:
- Allows the weapon to be fired at considerably reduced efficiency when disrupted by ECM
- Allows you to fire at a shutdown mech.
- People have been asking for it.
- Requires a key binding
Edited by the huanglong, 24 January 2013 - 08:39 PM.
#46
Posted 24 January 2013 - 08:52 PM
the huanglong, on 24 January 2013 - 08:37 PM, said:
PPCs do full within minimum range, with the risk of component damage to the PPC.
Should be a toggle, that takes a full shot cooldown to complete.
uses:
- Allows the weapon to be fired at brain dead splatterpults when they start nuzzling you.
- Stops a 7 tonne weapon and supporting heatsinks from being rendered completely useless by being rushed.
- Requires a key binding
It just fallows the TT rules. I don't think it was rushed. Personaly, I think they should allow it without a modual or just get rid of the minimum range all together.
#47
Posted 25 January 2013 - 12:01 AM
http://mwomercs.com/...ranging-module/
Pachar, on 24 January 2013 - 09:28 AM, said:
thank you. i started this because i was hoping to prod the developers into adding more modules into the game.
hopefully giving them a steady source of ideas will result in having many interesting modules that add to the customization in the game.
on a side note i have tried to post any and all module ideas i have found. i have been remaining impartial, but that DOES NOT mean that i agree with all of the ideas. there are several that i strongly disagree with, BUT i am going to leave my opinions out so that ideas can flow more freely. besides even a bad idea can help to spawn good ideas.
Edited by blinkin, 25 January 2013 - 12:11 AM.
#48
Posted 26 January 2013 - 12:29 AM
Edited by PhoenixFire55, 26 January 2013 - 12:33 AM.
#49
Posted 26 January 2013 - 02:36 AM
http://www.sarna.net...i/Stealth_Armor
Uses:
Makes the mech stealthier.
Pros:
Decreases the range the mech using stealth armor can be detected by normal sensors by 10% or 15%
Hides the heat signature of a mech.
Cons:
Builds up heat.
Edited by Qurrah, 26 January 2013 - 02:36 AM.
#50
Posted 26 January 2013 - 03:17 AM
#51
Posted 26 January 2013 - 03:18 AM
Khan Hallis, on 11 January 2013 - 04:42 PM, said:
Pros: able to take out exceptionally threatening targets fast.
Cons: leaves you vulnerable also due to your mech being shut down too.
Ok only a semiserious suggestion. LOL
Similar to the above, but just generates a short burst (10 sec, with a recharge) equivalent to ECM; obviously this is equippable on non-ECM mechs, so you could break locks people had on you, or cross short distances in the open.
#52
Posted 26 January 2013 - 12:46 PM
#53
Posted 26 January 2013 - 01:19 PM
15 seconds after gathering target information you gain a structural integrity read out of current armor points for that target.
Damage overlay
uses 3 colors (green orange and red) to track damage of up to 3 weapon groups
Heat failsafe
Automatically powers you back on when you shut down from over heat
#54
Posted 26 January 2013 - 03:24 PM
#55
Posted 26 January 2013 - 04:13 PM
#56
Posted 26 January 2013 - 08:18 PM
When the mech is 'airborn' and about to hit the ground the position and motion of the legs are optimized to best deflect or absorb the impact stress and maintain the original speed, much like how a human runner channels the landing from a jump into forward momentum. This would eliminate damage from smaller impacts and reduce the damage from larger ones, as well as allow the mech to maintain more of it's forward speed when landing. Useful for fast light mechs and those utilizing jump jets.
Light Battlefield Intelligence Module
Through the use of advanced compression and by limiting the additional data to just the position and direction the mech is able to share the location of the three nearest enemy mechs on friendly battlegrid in addition to the full information and target lock on the mech selected with R. Because only the most basic data is being shared these extra mechs cannot be targeted until a friendly mech with LOS has them selected with R, but they do show up on the radar display and the battlegrid so that enemy movement and numbers can be shared by scouts.
#57
Posted 27 January 2013 - 01:36 AM
displays hit detection for the mech that is being targetted.
this would act just like the old hit detection that was in place before, except it would only detect hits on a targetted enemy.
uses:
- more precise hits on targets that are concealed.
- reducing wasted ammo and heat.
- allows you to hit targets that are concealed more easily
- reduces wasted ammo and heat
- adds minor screen clutter
silhouette system:
displays a shadow of the enemy mech over any concealment that does NOT interrupt line of fire (snow, smoke, trees, etc.), for whatever mech is targetted out to 180m.
this would be a simple flat outline of the mech so facing could not be easily determined. it would only reveal portions of the mech that could be hit with a laser. it would only take effect on a targetted mech that is within 180m.
uses:
- aiming at known targets in low visibility conditions
- reducing wasted ammo and heat
- allows for accurate fire on targets that may not be plainly visible
- reduces wasted ammo and heat
- only works on one target at a time
- only works when the target is within 180m
- adds screen clutter
#58
Posted 27 January 2013 - 09:25 AM
Pointer-based command system. Used like a virtual TAG laser. Point it at terrain to set a rally point. Point it at a mech to set a focus fire target (sends out a teamchat message)
Enlarged, semi-transparent minimap
Window that shows current health (color coded), chasis name, weapons loadout, and locked target of each teammember
Searchlights
Auto fire trigger: fires a group as fast as it recycles. Toggle on and off
Advanced (own) damage display: shows numerical values (or bar charts), a log of damage, and perhaps by what kind of weapon
Horn. Sometimes teammates are just bad drivers.
Edited by RedMercury, 27 January 2013 - 09:26 AM.
#59
Posted 27 January 2013 - 10:42 AM
High effeciency discs, that increase torso speed but reduce the twist.
Pro: +20% torso speed
Cons: -20% torso twist amount, 2 Tons, 1 slot in Torso
RAMDS (Reactive Arm Missile Defence System).
Counter Explode part of the arm to reduce missile damage.
Pro: Less damage (maybe) from missiles in arms.
Cons: Missiles will make you take damage nomatter how small. So small volleys of srm2 will Break the arm fast.
Aviation targetting module
Machine guns shoot down Missiles in the path of fire.
Pro: Use the guns to take out missiles
Cons: None
Edited by Mad Cow Jenkins, 28 January 2013 - 04:00 AM.
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