Weapon Cool Down and Modules/Fast Fire

Thread in 'MechWarrior Online' started by SirBurntChicken, Sep 14, 2014.

  1. SirBurntChicken

    SirBurntChicken Well-Known Member

    141
    20
    27
    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.
     
  2. The Verge

    The Verge Moderator Staff Member

    4,367
    498
    231
    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.
     
  3. SirBurntChicken

    SirBurntChicken Well-Known Member

    141
    20
    27
    The cbills are on their way. If they don't arrive it's because I lied about sending them ;).
     
  4. Lan

    Lan Mech Wrangler

    1,570
    201
    79
    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.
     
  5. SirBurntChicken

    SirBurntChicken Well-Known Member

    141
    20
    27
    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.
     
  6. Auriga

    Auriga MechSpecs Addict

    599
    5
    27
    We all use MLas, and with the nerfs now is the most efficient weapon so.....
     
  7. Remarius

    Remarius Star Lord

    3,374
    546
    192
    Actually my gauss/erppc rifle summoner got a new lease of life with the cooldown modules. :D

    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.
     
  8. Auriga

    Auriga MechSpecs Addict

    599
    5
    27
    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.
     
  9. Lan

    Lan Mech Wrangler

    1,570
    201
    79
    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...)
     
  10. Excalibaard

    Excalibaard 101 010 Staff Member

    5,275
    1,110
    269
    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.
     
  11. Remarius

    Remarius Star Lord

    3,374
    546
    192
    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. ;)
     
  12. Auriga

    Auriga MechSpecs Addict

    599
    5
    27
    True. I was just pointing the contradictions ;)
     
  13. SirBurntChicken

    SirBurntChicken Well-Known Member

    141
    20
    27
    If my numbers are correct the lasers all gain around 15% damage and heat per second, except the mpl which gains near 20% :mellow:.

    Edit: my math was off. Mpl is still around 15%. I knew that was too good to be true...
     
  14. Auriga

    Auriga MechSpecs Addict

    599
    5
    27
    Isnt it 18% with all the mech skills and so? Thats what i think.
     
  15. enileph

    enileph Star Lord

    4,203
    518
    201
    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.
     
top-fast
top-fast
top-fast
top-fast