Posted 21 July 2014 - 01:42 PM

Thank you, this was a good decision. However, there are still other issues with the upcoming new system, including but not limited to:





A. Weapon modules need to be useful. Their boosts need to be a little bit higher, and they shouldn't have a heat penalty. After all, "mech modules" and consumables lack penalties, so it's only fair.



B. There should be a much larger variety of weapon mods. Not just range. We should also have things like heat, cooldown, damage, and unique/weapon-specific weapon mods.



C. Dedicated consumable slots is just begging for arty/airstrike spam all day erryday. No consumable slots, please.



D. "Mech modules" is a tad too broad right now. It should probably be split up into several sub-categories such as Sensors, Support, Defensive, and Mech Modules (and/or any other ideas we can think of).



D1. Consumables should be classified into some of the categories above. For example, UAV would be a sensor mod and arty/airstrike would probably be support mods. Coolant Flush might be a mech mod or potentially even a weapon mod.



E. Buff the currently crappy mods such as Hill Climb and Advanced Gyros.



F. We can/should also potentially add more modules to each category (besides the weapon mod ideas listed above).

