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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 14 posts ]  Go to page 1, 2  Next

Double module kit?
Yes 92%  92%  [ 12 ]
No 0%  0%  [ 0 ]
Tweak (How?) 8%  8%  [ 1 ]
Total votes : 13
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 Post subject: Module and Kit suggestion
PostPosted: Mon Jun 24, 2013 1:52 am 
Sergeant
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Was thinking some ideas for supemechs, and I got an interesting one.
There could be a double module or kit that does a bit more than twice the effect of a regular one but takes up two slots, for example, double health module for level 35 - 210 health for a double instead of 90 health for single, or for level 42 energy module, 60 energy bonus, 45 regeneration instead of 25:20.

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 Post subject: Re: Module and Kit suggestion
PostPosted: Mon Jun 24, 2013 2:26 pm 
Captain
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Excellent Ideas !

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 Post subject: Re: Module and Kit suggestion
PostPosted: Mon Jun 24, 2013 2:40 pm 
Lieutenant Major
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Voted yes a good ideas that could add a whole new type of strategy for players to consider when creating their mech.

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 Post subject: Re: Module and Kit suggestion
PostPosted: Mon Jun 24, 2013 2:53 pm 
First Lieutenant
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I'm worried about it a bit. What if the resistance double modules(and kits) get created?
The players using them will have so much resistances and the matches will go like forever.
Here is my two cents about this idea :)

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 Post subject: Re: Module and Kit suggestion
PostPosted: Wed Jun 26, 2013 2:28 am 
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It doesn't have to include resistances, but energy, heat, health, bullets and rockets on the doubles would be good!

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 Post subject: Re: Module and Kit suggestion
PostPosted: Wed Jun 26, 2013 4:35 am 
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ALL vote yes?


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 Post subject: Re: Module and Kit suggestion
PostPosted: Wed Jun 26, 2013 4:43 am 
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I have been thinking about it.... I kind of don't want to see a kit heal 200+ hp around level 35... Also, will adding these kits mean players could now heal 3 times a round instead of two?

Other than that, I am ok with this idea.

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 Post subject: Re: Module and Kit suggestion
PostPosted: Wed Jun 26, 2013 4:58 am 
Sergeant
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00Nick00 wrote:
I have been thinking about it.... I kind of don't want to see a kit heal 200+ hp around level 35... Also, will adding these kits mean players could now heal 3 times a round instead of two?

Other than that, I am ok with this idea.


The number I posted were just an example, nothing serious. Its for the admins to decide the numbers anyways :)

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 Post subject: Re: Module and Kit suggestion
PostPosted: Wed Jun 26, 2013 5:32 am 
Second Lieutenant
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StormCoyote wrote:
00Nick00 wrote:
I have been thinking about it.... I kind of don't want to see a kit heal 200+ hp around level 35... Also, will adding these kits mean players could now heal 3 times a round instead of two?

Other than that, I am ok with this idea.


The number I posted were just an example, nothing serious. Its for the admins to decide the numbers anyways :)


Eh, I was over thinking a little bit there...

Also, I made the mistake thinking 2 or more repair kits could be used if they were different type of repair kits. ( I thought I saw some replays of players healing more than once in a match before....) I just went to double check to see if 2 different types of repair kits could be used, but they can not....

So, that is just me making a mistake... Which seems to be becoming common for me now. :oops:

Anyways, I do like your idea.

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 Post subject: Re: Module and Kit suggestion
PostPosted: Wed Jun 26, 2013 5:37 am 
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i like this
voted yes :)


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