I was looking at the numbers for the new modules and fast fire and it occurred to me that they must only effect the recycle times and not the burn times(the new modules at least). Does anyone know if this is true? If it is the new modules would not help laser weapons as much as I thought they would, especially the ERLL.
send me 3 million c bills, and I'll test the ML cooldown module. And yes, I think this is what they affect; the rate of fire of the weapon.
It is only recycle time, not burn time. But that is still respectable on LLAS or PPC's. I have the IS and Clan modules for MLAS range and cooldown, it gives you a small edge at the cost of higher heat management of course. The Jen K was especially fun to drive with just a bit faster fire though it certainly opened the gulf between basic w/o modules to a fully tricked out mastered and moduled mech.
Since I haven't bought any yet I'm going to sit on a log and do some thinking about what module improves its weapon the most. In theory they all add the same value, except for lasers, but some may actually add more value based on range, standard dps, and heat especially on some mechs and particular build. My gut tells me overall it's going to be the medium laser.
Actually my gauss/erppc rifle summoner got a new lease of life with the cooldown modules. I'm using a mix of cooldown and range modules .. or both in the case of SRM's. Sadly can't afford too many as I'm already down maybe 45m of weapon modules since the penalty removal. Mostly range as I didn't anticipate how soon the cooldown ones would come. I'm using a lot of IS and clan pulses atm and mainly range with those. IS and Clan ERLL I'm using cooldown. PPC's are cooldown as I'm generally using those against sitting targets or closer in targets anyway.
In theory, ERPPC is the weapon that takes the most of the range one, but being soooooo slow, i dont feel like dropping GXP in it any time soon.
Any low heat weapon benefits the most from cooldown reduction, since the heatgain from increased fire is so low. The classic AC5 "Chainsaw" will gain 12% increase DPS and not any noticeable heat. Any high damage output also gains in a shorter burst of damage though it will suffer from increased heat (Splatmechs with SRM6's, PPC/Gauss mixes, LLAS boats...)
You won't get any benefit from cooldown in skirmisher mechs, true. If you go 60% from 1 alpha in someones face, after which you retreat to cool, being able to fire faster isn't going to help. I want a weapon integrated heatsinks module that reduces heat of weapons, maybe in exchange for range/damage/accuracy.
Auriga, as you said range on the cERPPC does theoretically give great bang for buck but I'm finding that unless the target isn't paying attention you're rarely going to hit them at that range anyway. Cooldown however works great with a single cERPPC and Gauss as per my post on the summoner 1,000+ damage thread. Overheating is fairly hard.
If my numbers are correct the lasers all gain around 15% damage and heat per second, except the mpl which gains near 20% . Edit: my math was off. Mpl is still around 15%. I knew that was too good to be true...
What benefits most are: 1) continuous fire weapon, especially on slow heavy mech. Think about AC5 and the like on your giant Banshee, or a streaktaro. 2) Weapon with LONG cycling time. Gauss, PPC, AC20 and the like. Think Boomjager. 3) Non-stop spamming machines. Think LRM. Hit & run tactical attack does not benefit much from it. By the time you double back your guns are already cooled down.