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Complete Suggestion List from the Dynamic Internals and Gameplay Depth Thread


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#1 ShadowWarg

ShadowWarg

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Posted October 18 2013 - 10:28 PM

To go along with Xacius' new internal Organizing Internals: Passive and Active thread, here is a complete list of all the suggestion from community in the Dynamic Internals and the Promotion of Gameplay Depth thread that he first started. The community really went all out with some really good ideas so here is the run down.

More internal/Item threads:
New Active Internals, vote thread!

Internals: A Framework for Refining Concepts and Balancing + List of New Internals (Add Your Own Ideas)


By the way. if you feel like you want to add something or a new idea, please use this format so I can easily copy and past it into the parent post. (there was alot of editing for this list so make my life easy please (T-T))

Internal Name:
Effect:
Number of slots: (use N/A if you don't know)
Mech/Weapon: (use N/A if not limited to any specific mech or weapon)

PS: have fun finding your suggestion
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Internal name: Glider Plates
Effect: Hyper-smooth plating are installed on the mech that cause the mech to slide after a boost or dodge.
Potential for advanced technical application: Boost and then cut engines.  You'll move faster than walking for a short duration, allowing you to maneuver in a direction and shoot at the same time.  
Number of slots: 2

Internal name: Basic Power Dodge / Power Dodge
Effect: Dodge speed is increased by 10%/20% (note: the actual speed of the dodge in m/s, not the cooldown)
Slots: 1 or 2

Internal name: Xacius is a sexy beast.  
Effect:  Permanent +15 to charisma and sex appeal.  
Potential for advanced technical application:  A true magician never reveals his secrets.

Internal name: Thrust Capacitors
Effect: Dodge thrusters are modified to outlet shorter, less powerful bursts more frequently.  Dodge distance is reduced by 1/2, however dodge cooldown and fuel cost are also reduced by 1/2
Number of slots: 1

Internal name: Thruster Heat Sinks
Effect: The range of radar signature generated while boosting, dodging, or hovering is significantly reduced, however the mech builds up excess heat for each action performed.  Heat is generated on boost, hover, or dodge.  The amount of heat generated is proportional to the amount of fuel used.  Radar signature reduced by a significant distance.  
Number of slots: 1

Internal Name: N/A
Effect: Forward Boosting while in air
Number of slots: N/A

Internal Name: N/A
Effect: C mech generate a shield plane (similar to the barricade) that protects against forward damage and allows for fire from the users site to pass through (Health base) The user can not move while the shied is active.
Number of slots: N/A

Internal Name: N/A
Effect: Able to hold multiples of the same type of item
Number of slots: N/A

Internal Name: N/A
Effect: Decrease item slot  count requirement(s) by 1 at the cost of the decrease effectiveness
Number of slots: N/A

Internal Name: N/A
Effect: Armor Piercing  munition for bullet based weapons.
Number of slots: N/A

Internal Name: N/A
Effect: Ricochet Bullet (Re-Flak gets increased Ricochets)
Number of slots: N/A

Internal Name: N/A
Effect: Cluster bomb For GL and Tow
Number of slots: N/A

Internal Name: N/A
Effect: Grenades fired from GL and HE charges Stick to enemies
Number of slots: N/A

Internal Name: N/A
Effect: Adds bullet damage (shrapnel) to tow and GL blast at the cost of decrease explosive radius
Number of slots: N/A

Internal Name: N/A
Effect: Tracer Rounds for Slug, Sabot, and Ke-Sabot (Allows player and their team to see marked targets)
Number of slots: N/A

Internal Name: N/A
Effect: Multi shot Tow (shoots multiple Tow rockets as the cost of damage)
Number of slots: N/A

Internal Name: N/A
Effect: Shot Hell Fire Missiles in Sequence one at a time (Missile Rapid Fire)
Number of slots: N/A

Internal Name: N/A
Effect: Helix repair Torch heals mechs with radius of the healing target mech
Number of slots: N/A

Internal Name: N/A
Effect: Generate Health charges from leaching mech
Number of slots: N/A

Internal Name: N/A
Effect: Change behavior of T-32, fixed damage, uncharged more spread,  charged less spread at the cost of more heat generated
Number of slots: N/A

Internal Name: N/A
Effect: Disable repair function of Helix Repair Torch and increase damage beam strength at the cost of sticky
Number of slots: N/A

Internal Name: N/A
Effect: Disable MIRV function for Corsair to allow manual detonation of RPG
Number of slots: N/A

Internal Name: N/A
Effect: Inflict damage when boosting into enemies (the heavier the class the more damage inflicted)
Number of slots: N/A

Internal Name: N/A
Effect: Increase Item effectiveness at the cost of increase Item slot usage
Number of slots: N/A

Internal Name: N/A
Effect: Disable Redox debuff effect to increase round damage and slightly increase blast radius by 10-20% (explosive round)
Number of slots: N/A

Internal Name: N/A
Effect: Helix damage mode becomes a Tesla gun (ark cannon) allowing for arcing damage on multiple targets at the cost of health leaching.
Number of slots: N/A

Internal Name: N/A
Effect: Increase heat generation of all mechs in the blast radius of the Tow, GL, or Corsair RPG at the cost of decrease damage.
Number of slots: N/A

Internal Name: N/A
Effect: Tracking ammo for hunters like the reaper. Damage to enemy lights them on the radar for a certain time. Next level: radar lighting visible for all teammates too.
Number of slots: N/A

Internal Name: N/A
Effect: missfire protection. If your crosshair is on a teammate your tow/sabot etc. is locked. (can be negative too sometimes. helpful for beginners and in choke points)
Number of slots: N/A

Internal Name: N/A
Effect: Different variants for indirect/bouncing weapons like grenade or revgl. Arc them over an obstacle and with a second click make them fall straight down e.g.
Number of slots: N/A

Internal Name: N/A
Effect: Radar blast on explosives. Where the tow/grenade etc. explodes a short scan is executed and you get an info on your radar. Different info levels for "enemy around impact / num enemies around impact / location on radar".
Number of slots: N/A

Internal Name: N/A
Effect: sabotage ammo: Progresses enemy deeper into cooldown. Activates ability if available, takes seconds off of ability if active, adds cooldown seconds if on cooldown. (only works every x seconds, so that enemy gets an "open window") Maybe for the tech.
Number of slots: N/A

Internal Name: N/A
Effect: virus ammo: prevents enemy from healing for x seconds. different levels for self heal / orb heal / tech heal / ability heal / ... blocked
Number of slots: N/A

Internal Name: N/A
Effect: insight: Lets you see if an enemy is on cooldown and his item status. Different levels for "on cooldown / num seconds left / items used ..."
Number of slots: N/A

Internal Name: N/A
Effect: override detonator: much smaller damage than detonator but activates/drops all items on enemies in range
Number of slots: N/A

Internal Name: N/A
Effect: hunter senses: shows enemies hp on radar
Number of slots: N/A

Internal Name: N/A
Effect: gravity shield: curves bullets and explosives around but lets them pass in the general direction. Skilled players can still get the/some shots in. Effect varies on distance of bullet/explosive to shield.
Number of slots: N/A

Internal Name: N/A
Effect: mirage: creates a mirrorimage every time you dodge. image dodges in the opposing direction and vanishes directly.
Number of slots: N/A

Internal Name: N/A
Effect: C-Class mech catapult. A/B or maybe even C-class hops on the back of other C-Class. Catapult mech aims (upper mech has to trust) and shoots the other one towards frontline/savety/objective .. Distance and arc depends on mech weight.
Number of slots: N/A

Internal Name: N/A
Effect: Dropable jump pad / catapult.
Number of slots: N/A

Internal Name: Dash Overdrive
Effect: Increases side dodge duration if the movement key is held down longer.
Number of slots: N/A

Internal Name: Leg Springs
Effect: Replaces the 180 spin with a short, backwards hop.
Number of slots: N/A

Internal Name: Optical Zoom
Effect: Adds a cockpit zoom at 1/2 the magnification of the Sabot.
Number of slots: N/A

Internal Name: Detuned Thrusters
Effect: Thrusters deal light damage and heat, fuel consumption increased and boost speed decreased.
Number of slots: N/A

Internal Name: Cargo Bay
Effect: Adds an extra item slot, reduces movement speed.
Number of slots: N/A

Internal Name: Jump Booster
Effect: Double tapping jump activates a powerful vertical boost that drains a large amount of fuel.
Number of slots: N/A

Internal Name: Fuel Converter
Effect: Allows fuel to be used to shorten your ability cooldown.
Number of slots: N/A

Internal Name: High Explosive Warhead (TOW)
Effect: +30% blast radius, -20% direct damage.
Number of slots: N/A

Internal Name: Armor Piercing Warhead (TOW)
Effect: -80% blast radius, +40% direct damage.
Number of slots: N/A

Internal Name: Napalm Grenade (Grenade Launcher)
Effect: -30% total damage, adds 3 second flame pool within blast radius.
Number of slots: N/A

Internal Name: Fragmentation Grenade (Grenade Launcher)
Effect: -20% damage and splash radius, adds 12 shrapnel projectiles.
Number of slots: N/A

Internal Name: Radiation Tag (Sabot/KE-Sabot)
Effect: -20% damage, target has 30% more visibility on radar for 5 seconds.
Number of slots: N/A

Internal Name: Doubled Capacitors (Sabot/KE-Sabot)
Effect: +30% heat, shots now pierce one target.
Number of slots: N/A

Internal Name: N/A
Effect: Laser designation for TOW (takes place of manual detonation) to guide single rocket.  Takes skill to guide the rocket while firing off your primary at the same time, plus dodging.
Number of slots: N/A

Internal Name: N/A
Effect: Forward boosting in the air.  Who doesn't love flying_  Also adds to the x-y-z axis gameplay.
Number of slots: N/A

Internal Name: N/A
Effect: Multi-lock Hellfires (can still lock on one person and fire all on that one, but multilock disperses the missiles across several different enemies)
Number of slots: N/A

Internal Name: N/A
Effect: Sticky grenades.
Number of slots: N/A

Internal Name: N/A
Effect: Deployable attack drone (would take place of repair drone) that fights alongside you for extra firepower
Number of slots: N/A

Internal Name: N/A
Effect: Variation on armor-piercing bullets: heat generation is moderately increased but has the ability to hit mechs behind the one you're shooting at.
Number of slots: N/A

Internal Name: N/A
Effect: Autonomous deployable drones (just like turrets) from the training modes.  They move slowly (like pre-Ascension Rocketeer turret mode speed), and are slightly weaker than stationary turrets, but still can provide decent mobile fire support (MG only).
Number of slots: N/A

Internal Name: N/A
Effect: Oil slicks.  You create a puddle of oil that causes mechs to slide across them and mess up their movement for a couple of seconds.  They could boost out of it to immediately regain control of their mech, but the flames on the mech's boosters ignites the oil and causes a bit of damage to the mech.
Number of slots: N/A

Internal Name: N/A
Effect: MRL, or multiple rocket launcher (sidegrade to TOW).  Just like the TOW but shoots a burst of smaller TOW rockets (3-4) that are weaker.
Number of slots: N/A

Internal name: Heat manager bypass
Effect: Weapons no longer shutdown when overheated / Firing weapons damage yourself, based on the weapon damage.
Number of slots: 2-3

Internal name: Sonar
Effect: All enemy mech, except cloaked ones, are revealed in the vicinity of your radar / Show your position to the affected mechs.
Number of slots: 2-3

Internal name: Truster pre-igniter
Effect: Holding shift+S after a 180 spin will burn a small area behing you for X damage per seccond / Greatly consume fuel and generate heat.
Number of slots: 3
Someone jump on your face_ Show them your back, burn their face, and pray you have enough fuel to run safely...

Internal name: Auxiliary combustion chamber
Effect: Allow your mech to perform a second dodge right afer a normal dodge, before the first dodge's cooldown is finished / The fuel cost of the second dodge is twice (maybe trice_) the cost of a normal dodge.
Number of slots: 3

Internal name: Air vents
Effect: Boosting/dodging/flying reduce weapon's heat.
Number of slots: 3

Internal name: Reverse Thrusters
Allows boosting backwards (keybindings could be an issue as this would work well with 180 turns, perhaps replace "non shift" s key (walking backwards) with this function). Boosts at 60 or 70% of normal boost speed and consumes 60 or 70% normal boost fuel. Can shoot while boosting backwards.
Number of slots: 3

Internal name: Thrusters Overcharger
Allows for consecutive dodges every 3-4 seconds (basically removes the dodge cooldown after time limit)
Number of slots: 3

Internal name: Reserve Thrusters
Allows dodging with insufficient fuel, however, resets fuel amount to 0 after dodge.
Number of slots: 2

Internal name: Additional Air Thrusters
Allows for short boosts forwards (and backwards_) while in the air, uses same amount of fuel as a dodge.
Number of slots: 2

Internal name: Concealer
- Reduces time to disappear from radar for all actions by 70%, Reduces detectable range for all actions by 30%
Number of slots: 3

Internal name: Suppressors
Mutes walking, running, boosting, jumping, dodging, repairing and scraping against walls sounds from the enemy while out of view
Number of slots: 1

Internal name: Repair Drone Modifier
Allows for 40% faster repairs at cost of 2x - 2.5x longer startup and exit repair mode time
Number of slots: 2/3

Internal name: Hellfire Enhancer
Target Remains locked 2.5x as long
Number of slots: 1

Internal name: Hellfire Modified Aiming System
Allows up to 3 targets to be selected consecutively by one salvo of hellfires (Time to lock on for targets after the first has been selected is reduced by 80%)
Number of slots: 1

Internal name: Heat Diverter
when boosting heat is removed from weapons 60% faster or 30% faster when boosting backwards
Number of slots: 2

Internal Name: Laser Designator
Effect: Removes manual detonation of the TOW and replaces it with a laser designator, designed to guide the TOW to a certain point.
Number of slots: 2

Internal Name: Jet Thrusters
Effect: Allows for mid air boosting.
Number of slots: 2

Internal Name: MLOS (Multiple Lock On System)
Effect: Allows for multiple Hellfire lock ons.
Number of slots: 4

Internal Name: Mech-Piercing Ammunition
Effect: Allows player to shoot and damage mechs behind the one in front, damage decreasing exponentially the more mechs it pierces, at the cost of higher heat generation and a slightly slower fire rate.
Number of slots: 3

Item Name: Mobile Defense Platform
Effect: Deploys an autonomous attack drone (similar to the ones in training) that operates within a certain range (for argument's sake, let's say 75 meters. I haven't measured anything out for balance).  It uses the same weapon as the MG turrets and its speed is similar to the Rocketeer's turret mode speed pre-Ascension.
Number of slots: 3

Internal name: Deployable mini jump pad
Effect: Timer based deployable jump pad that can launch anyone into the air.
Number of slots: 3

Effect: (EOC) When an enemy steps on one mine, the rest of the mines explode as well

Internal Name: N/A
Effect: (EOC) Once a volley of mines are attached to an object, all mines explode once another volley is fired
Number of slots: N/A

Internal Name: N/A
Effect: (EOC) Mines that do not explode on contact with mechs but instead do DoT for the rest of the mines life cycle
Number of slots: N/A

Internal Name: N/A
Effect: (EOC) Mines explode instantly on contact, No AoE
Number of slots: N/A

Internal Name: N/A
Effect: (EOC) Mines have a longer charge up time but the AoE is larger
Number of slots: N/A

Internal Name: N/A
Effect: (EOC) Mines have a faster travel time but can only be shot three at a time (1 per every second canister)
Number of slots: N/A

Internal Name: N/A
Effect: (EOC) Mines are fired three with a full charge with an extra three seconds on the mine timer with a full charge (one per stage after the first three).
Number of slots: N/A

Internal Name: N/A
Effect: (EOC) Can only fire three in a full charge (2 per stage, counting first three) but the mines will ricochet once before sticking.
Number of slots: N/A

Internal Name: N/A
Effect: (Grenade Launcher) Grenade no longer bounces but sticks to the object.
Number of slots: N/A

Internal Name: N/A
Effect: (Grenade Launcher) Grenade travel speed is increased, can no longer manually detonate.
Number of slots: N/A

Internal Name: N/A
Effect: (Grenade Launcher) Grenade only explodes after hitting an object first but splits into two grenades (splits the damage)
Number of slots: N/A

Internal Name: N/A
Effect: (Grenade Launcher) Grenades shot out will hover slowly in the air before dropping down on the ground where it will explode
Number of slots: N/A

Internal Name: N/A
Effect: (Grenade Launcher) Grenades can no longer be manually detonated but the middle mouse buttonwill adjust it's course to the closest metal object (including the ground).
Number of slots: N/A

Internal Name: N/A
Effect: (Grenade Launcher) Once it's course is changed it will no longer change course.
Number of slots: N/A

Internal Name: N/A
Effect: (Grenade Launcher) Grenades can no longer be manually detonated but the middle mouse button will quickly repel it from the closest metal object (including the ground).
Number of slots: N/A

Internal Name: N/A
Effect: (Grenade Launcher) Grenades can no longer be manually detonated and have a smaller AoE but once it explodes, anything within x radius of the blast will be targetted (enemy sighted) once. Cooldown before it can be targeted again is 10-15 seconds.
Number of slots: N/A

Internal Name: N/A
Effect: (Hellfires) Allows the player to select an area with a twelve dot pattern, missiles will fire and land in the same pattern.
Number of slots: N/A

Internal Name: N/A
Effect: (Hellfires) Each rocket will have a delay between each rocket but will fly in a straight path while homing.
Number of slots: N/A

Internal Name: N/A
Effect: (Hellfires) Dumbfire rockets with the ability to seek in the direction of its target while locked on but cannot change its course once it has changed it.
Number of slots: N/A

Internal Name: N/A
Effect: (Hellfires) Or the reverse, locked on missiles that dumbfire when you press the middle mouse button
Number of slots: N/A

Internal Name: N/A
Effect: (Hellfires) Multi-lock (as others have previously suggested many times)
Number of slots: N/A

Internal Name: N/A
Effect: (Hellfires) Missile that fly up into the air, when the player presses the middle mouse button, they fly straight downwards and explode on contact.
Number of slots: N/A

Internal Name: N/A
Effect: (Hellfires) Prioritizing Missiles, missiles that specify the most valuable target even when locked on (should be a multi-change sidegrade, for auto-lock)
Number of slots: N/A

Internal Name: N/A
Effect: (Heat Cannon) Heat Cannon that does 120-130 Damage on a full charge but has no AoE and a 70 Damage shot uncharged with a larger AoE. With various damage and AoE in between.
Number of slots: N/A

Internal Name: N/A
Effect: (Heat Cannon) Uncharged shots provide small amounts of Heat Gen to enemy.
Number of slots: N/A

Internal Name: N/A
Effect: (Heat Cannon) Heat Cannon does higher damage when closer to overheating, the higher the heat gen the higher the damage (max I think would be 25% more damage on the shot that would overheat the weapon).
Number of slots: N/A

Internal Name: N/A
Effect: (Heat Cannon) Charged shots stick to the enemy and do Heat Gen over time for a limited time.
Number of slots: N/A

Internal Name: N/A
Effect: (Heat Cannon) Every direct shot does bonus damage until the player misses a shot.
Number of slots: N/A

Internal name: Flux Capacitor
Effect: When this baby hits eighty-eight miles per hour, you're gonna see some serious fuzzy bunny. Also builds up a single charge after 10 seconds out of combat, applies charge to secondary weapon for one shot that scrambles enemy radar and damage direction indicator for 3 or 5 seconds. Effect on direct hits only. Does not apply to Sniper weapons. Remarks: By default, radar signature reveals you for 3 seconds after weapons fire. Boost reveals you on radar for 2 seconds I think. You are still visible on radar for the duration of the projectile's travel time. Grenades keep their charge after bouncing.
Number of slots: 2 or 3

Internal name: Phantom Drive
Effect: Cloaks mech after standing still, out of combat for 6 or 4 seconds. All ability and item cooldowns, as well as radar are disabled. Charged weapons slowly build up heat, cloak does not effect any sounds made. Fuel generators need to reignite after decloak, slowly restoring fuel generation over 8 seconds. Remarks: for perspective, the best EMP lasts for 5 seconds
Number of slots: 2 or 3


Internal name: ECM Suite
Effect: Causes your radar signature to jump around randomly, within a 15m or 30m radius. Heat dissipation reduced by 15% or 10%. Effect cancelled for 3 or 1.5 seconds on weapons fire. Remarks: by default, radar signature appears for 3 seconds after weapons fire.
Number of slots: 2 or 3

Internal: Field Dampener Suite
Effect: reduces the radar detection range of weapons fire by 40% or 65%. Does not affect damage direction indicators or visible tracers.
Number of slots: 2 or 3

Internal name: Concentrated Boost Thruster
Effect: New Keybind (Default: ~ [you can hit it with your pinky finger]) Concentrates all current fuel into a supercharged thruster boost. 1.5 sec charge up, can't cancel out of it unless hit or run into a wall with atleast 50% of the boost complete, upgrades ramming damage to 200%, covers 150% distance compared to normal boosting, MUST travel in a straight line from point of ignition, if mech is on ground and goes into air mid-boost treat mech's gravity as if hovering at max height, if ignited mid-air disregard mech's gravity and continue in straight line.
Draw back: 1 minute cooldown (persists through death) -50% fuel regen after use returned to normal after full tank, no boosting until full tank. Incompatible with A-Class mech due to the pressure put on their small fuel tanks, many test mechs were harmed in the saftey testing of concentrated boost thrusters. NOTE: Mechs with air dynamics systems will not benefit any extra speed from combining concentrated boost thrusters with their air dynamic systems.
Number of slots: 3 (Would consider 4 if the internal didn't have as many self-imposed restrictions)

Internal: Sylhiri Device
Effect: Shift+S causes additional attitude thrusters to dodge downwards while in the air. Bonus crushing damage. Visible on radar for same amount of time as ground boosts(1 second_ 2 seconds_ not sure).
Number of slots: 2

Internal name: Armor Plating:  
Effect: Gain a layer of # armor plating that absorbs half of damage taken and regenerates out of combat. Half of the damage goes to your armor, half to the armor plating.  Armor plating is unaffected by all sources of healing since it isn't actually armor in the normal sense.
Number of slots: N/A

Internal name: Radar Absorbant Field Generator
Effect: The RA field generator grants ALL nearby mechs (enemies & allies) complete radar invisibility, but also causes their radars to not function.
Can be toggled on and off.
Number of slots: 1-3, with the size of the field scaling with the number of slots required.

Internal name: Thrust Nozzle Silencer
Effect: Boosting, dodging, and hovering are completely silent. Fuel consumption is slightly increased.
Number of slots: 1-3, with an inverse relationship between the number of slots required and the increase in fuel consumption.

Internal name: Extra Item Slot
Effect: Grants 1 extra item slot, for a total of 7.
Number of slots: 2

Internal name: Heat Rerouting Device (I'm pretty clever with the names, eh_)
Effect: Decreases max fuel capacity, fuel regeneration, and the amount of heat required to overheat by 50%. Increases heat generation.
Heat can be used in place of fuel. Priority is given to consuming heat, then fuel.
Number of slots: 2 or 3. I think it'd be way too much of a game changer to be 1 slot.

Internal name: Supplemental Thusters
Effect: Allows forward boosting while the Mech is in mid-air. Either floating or not. Fuel Consumption stacks with floating fuel consumption.
Number of slots: 3

Internal name: Kinetic Repulsors
Effect: Replaces all booster-related movement abilities (except for 180 turns) with hops of varying length and height.
All hops operate off a passive charging system. The longer resting period you give hops, the longer said hop will propel you when you use it again.
All hops have seperate cooldown timers, including left/right hops.
Accuracy is reduced temporarily during and after hopping.
Giving the timer longer to rest results in longer jumps.
Scout's ability increases hop regen speed for X seconds.
Blitz increases hop speed.
Mech stun-time after falling damage is reduced by 50%.
Fuel Regen affects hop recharge.
Fuel Capacity affects maximum hop distance.
Momentum is taken into account prior to each hop.
You no longer have any control of your mech while in mid-air (overwrites other internals).
Number of slots: 4


Internal name: Evasive Boosters
Effect: Replaces your 180-degree turn with a backwards dash which mirrors your side-dash distance and cooldown. Fuel Consumption from side/back-dashes is increased by 30%.
Number of slots: 2

Internal name: Inferno Loader
Effect: Increases the damage of your Primary and Secondary weapons the higher your heat rating is, up to a maximum of 25% more damage.
Increases heat generation of Primary and Seconday weapons by X%.
Number of slots: 3

Internal name: Riot Ammunition
Effect: Increases AoE of explosive weapons, but reduces the damage of them as well.
Number of slots: 2

Internal name: Curb Stomp
Effect: Boosts your mech downwards, adds 25% crushing damage.
Number of slots: 2

Internal name: Heat Converter
Effect: Causes mech to generate more heat when shooting bullet type weapons. In addition, as the overheat levels rise, so does damage for bullet type weapons.
Number of slots:4

Internal name: Gravity Field
Effect: Slows enemy dodging/boosting in a small around the mech by 15%
Number of slots: 4

Internal  name:  Battering Ram
Effect:  Attachs a battering ram to the front of  your mech that does 2x crushing damage to mechs you boost into.  Damage is modified by your weight and speed.
Number of slots: 2

Internal name:  Hydraulic Foot Spikes
Effect:  Double crushing damage.  
Number of slots: 1

Internal name:  180 Override
Effect:  When performing crushing damage to a foe, your opponent's cockpit turns 180 degrees (per a shift-S), briefly turning their guns away from you.
Number of slots: 1

Internal name:  Blowback Repulsor
Effect:  Enemies you boost into will be hurled backward 30 meters.
Number of slots: 1

Internal name:  Debris Sheild
Effect:  When forward boosting, you gain 300 armor to your front, and attacks to your rear are 50% more effective.
Number of slots: 2

Internal Name: Aerial Weapon Stabilizers
Effect: Reduces weapon accuracy penalty while hovering.
Number of slots: 2

Internal Name: Combat Scanners
Effect: When an enemy is within 75m, displays their item cool-downs.
Number of slots: 3

Internal Name: Salvage Unit
Effect: destroying enemy equipment decreases the cool-down on your own equipment.
Number of slots: 2

Internal name:  Life-Link Hologram
Effect:  Splits current life upon hologram activation between 1-3 holograms, Life sharing holograms will be treated as active players in objective modes such as MA Missile Silos, and AA in siege. Holograms with shared life can be hit and will take damage subtracting from the split life, if the shared life is depleted, the hologram disappears ignoring its active display time.  Any remaining life left over in a hologram once its lifetime expires will be refunded over the course of 10-seconds. NOTE: Life-Linked holograms will not heal from repair charges/orbs, CAN be healed by technicians (Hologram's MAX Armor is = Current 1/2 of Pilot's Armor upon hologram activation), CAN have a bubble shield placed on them, CANNOT have friendly EOC pucks attached. INSTANTLY DESTROYED if pilot dies, comes into contact with EMP (Pilot or hologram)
Number of slots: 1-3

Internal Name: H.E. Rail-gun Delivery System
Effect: H.E. Charges are fired in a straight projectile line instead of a curved arc.  They lose all wall bounce and rolling properties, explode on contact with any object, double self damage, affected by gravity after 100M, Projectile speed is determined by the same charge mechanics of an original H.E. Charge
Number of slots: 1 (1 because internal is useless unless used with H.E. Charge.)

Internal Name: Emergency Repair
Effect: when health drops to below 15% increase all healing from orbs by 20%
Number of slots: 3

Internal Name: Exhaust Supressor
Effect: Boosting/Dodging does not reveal your location on radar
Number of slots: 3

Internal Name: Rotational Thrusters
Effect: Increase fuel cost while boosting forward, decrease fuel cost of dodging.
Number of slots: 4

Internal Name: Heat Capacitor  
Effect: After hitting 100% overheat shutdown increase fuel regeneration rate.
Number of slots: 4

Internal Name: Advanced Repair Droid
Effect: Using repair droid increased armor regeneration by 20%
Number of slots: 4

Internal Name: Sensor Relay
Effect: shows the direction enemy is moving on the minimap >
Number of slots: 3

Internal name: Trans AM System
Effect: Increase Mobility, Weapon Damage, and radar check distance of 6 seconds, and turns you red.
Drawback: Take increased damage and weapons generate more heat while active
Number of slots: 6

Internal name: Cavorite Internal (Fixed. Thanks Teljaxx)
Effect: Changes the mechs flight dynamics. Using an excess amount of the special floating rock materiel found on the map "Frontline" Mechs can hover longer, go higher, reduce fall speed and have more control while hovering/boosting in the air. However because of these very same rocks, mechs that are in the air without the aide of booster are more floaty and while on the ground the mech is less responsive, both of which could make them easier targets to hit.
Number of slots: 4

Internal Name: Drone Camera
Effect: Adds a camera to your repair drone that allows it to be used as a third person view. Reduces repair rate by 50%.
Number of slots: N/A

Internal Name: Remote Drone
Effect: Allows your repair drone to be remote controlled around the map to scout out locations. Your view switches to its view while controlling it, and it has a small screen in your HUD while deployed. Cannot repair while drone is deployed. Must wait two minutes for drone to be rebuilt if it gets shot down.
Number of slots: N/A

Internal Name: Thumper
Effect: Creates a shockwave when landing from high enough that deals minor damage and pushes away any nearby enemy mechs.
Number of slots: N/A

Internal Name: Chameleon Plating
Effect: Makes your mech partially transparent while not firing or boosting. Also reduces visibility on radar by 15%, and reduces the range that the red brackets will show on you.
Number of slots: N/A

Internal Name: Chaff Dispenser
Effect: Creates a small, short duration field of chaff at your location when you activate a side dash. Any mech within the chaff loses their radar functionality until they leave. Ninja vanish!
Number of slots: N/A

Internal Name: Glue Mines
Effect: (EOC) Mines no longer deal damage, but reduce movement speed slightly instead. Direct damage reduced 20%.
Number of slots: N/A

Internal Name: Gyrojets
Effect: (EOC) Removes mine functionality. Flight Speed increases as the pucks fly. Increases damage Based on current velocity.
Number of slots: N/A

Internal Name:  Smart Warhead
Effect: (Corsair-KLA) Grenade projectile is now semi-homing. Reduces MIRV Projectile count by 30%.
Number of slots: N/A

Internal Name: Frag Bomb
Effect: (Corsair-KLA) MIRV spread reduced, and range increased 50m. Grenade velocity reduced 30%.
Number of slots: N/A

Internal Name: Burst Trigger
Effect: (Assault Rifle) Makes the AR fire in three shot, semi-auto bursts. Accuracy increased at the cost of total firing rate.
Number of slots: N/A

Internal Name: Boom Shot
Effect: (Flak Cannon) Replaces shot with bomblets. Increases damage and heat 10%. Adds knockback effect.
Number of slots: N/A

Internal Name: Slug Rounds
Effect: (T32-Bolt) Each barrel loaded fires one large projectile instead of several pellets. Increases accuracy at the cost of spread.
Number of slots: N/A

Internal Name: Auto Primer
Effect: (Vulcan) Removes spin up time, but decreases base accuracy and accuracy recovery.
Number of slots: N/A

Internal Name: Kinetic Rounds
Effect: (HEAT Cannon) Removes charge function. Shots deal no splash damage, but fly 50% faster than normal fully charged shots.
Number of slots: N/A

Internal name: Movement sensor
Effects:
Change your 360 radar to a 180 frontal radar.
All mechs are revealed in the radar's range.
The radar no longer shows the elevation indicator.
Emit a high pitch "ping" (see video in spoiler)
Number of slot: 1

Internal name: Enemy tracker
Effect: After successfully hitting an enemy with the "enemy discovered" command, the indicator will follow the targeted for:  MK1:2 sec, MK2: 4sec, MK3: 7 sec.
Number of slots: 1-3

Internal name: Magnetic suspension
Effect: After landing, you no longer have a momentum loss.
Number of slots: 2

Internal Name: Magnetic Scavenging Unit
Effect: when within a certain radius of a recently destroyed mech, your repair rate is 20% higher due to salvaging parts from destroyed mech to repair.
Number of slots: 1

Internal Name:  Weapon Sensors
Effect: Displays reload status for your weapon on the HUD
Number of slots: 1

Internal Name: Targeting Scanner
Effect: gives player red reticle when on target, also shows distance of target.
Number of slots: 2

Internal Name: Tow Sabot
Effect: 50% more damage, damage on direct hit only, no damage done within 15 meters.
Number of slots: N/A

Internal Name: Tow Napalm
Effect: 25% less damage, all damage done in dot form anybody caught in blast range ignites, causing increased heat gain when firing and damage over time. can affect the user as well. does not stack but can be refreshed.
Number of slots: N/A

Internal Name: Hellfire Glob Missiles
Effect: 50% less damage, on a full hit, target's speed is reduced 50% for 5 seconds, and any explosive damage will light them on fire for 50 damage over 5 seconds (also creating extra heat when they shoot) (this would have to be split up per missile). impacts with the ground create patches of glob, moving through these patches debuff speed for 5 seconds based on the number of missiles impacted in that area. glob patches can also be lit on fire for a while, damaging and heating all who move through it.
Number of slots: N/A

Internal Name: Dum Dums (hellfire)
Effect: dumbfire missiles, 30% more damage,  30% more splash. 20% slower due to massive payload of yummy goodness.
Number of slots: N/A

Internal Name: Sticky Grenade
Effect: grenades from grenade launcher now stick, cannot direct hit, cannot be detonated until attached to something, 20% more splash radius
Number of slots: N/A

Internal Name: Nail Bomb
Effect: 50% less damage, grenades now only do aoe damage, anybody caught in blast radius moves and shoots 35% slower, has 20% increased accuracy spread, and takes 20% more damage for 3 seconds. can affect the user as well.
Number of slots: N/A

Internal Name: Supersonic Ammunition
Effect: 40% increase in optimal range on bullet weapons and 10% more damage. 20% more heat generated per shot, 20% more spread over time
Number of slots: N/A

Internal Name: HEAP ammunition
Effect: 20% decrease in optimal range on bullet weapons and 15% more damage.  weapon accuracy is reduced 20% due to the weight of the ammunition
Number of slots: N/A

Internal Name:  EOC Bouncing Betty
Effect: instead of sticking, pucks bounce up to 3 times or 5 seconds. they have proximity sensors but can no longer direct hit.
Number of slots: N/A

Internal Name: EOC Melting Mines
Effect: on direct, each puck does 8 damage  with a 6 damage over 6 seconds damage over time and causes target to take 3% more damage
on mine contact, each puck does 4 damage with a 6 damage over 6 seconds damage over time, and causes target to move 3% slower
damage over time or slow effect cannot be layered more than 6 times
Number of slots: N/A

Internal Name:  Flechette  canisters
Effect: (Heat Cannon) effective range of 56m,  10 bullets, 8 damage per bullet, 50% increased rate of fire. charging the cannon fires two canisters consecutively for twice the amount of heat, firing in charge mode causes an equal amount of time on the next shot to reload.
Number of slots: N/A

Internal Name: Tracker
Effect: (Heat Cannon) 50% less damage, no splash damage, targets hit do not drop from radar for 20 seconds or unless they take explosive damage. this also acts as a beacon for hellfires and seekers to lock onto without direct visual contact(ideally it would have its own hitbox and could be shot off). charging the cannon loads explosives onto the tracker, allowing rounds to be air bursted or detonated later.
Number of slots: N/A

Internal Name:  Gyro Grenades
Effect: (REV GL) grenades with rocket assisted flight, they airburst near target, upon impacting a floor or wall they stick. can be destroyed.
Number of slots: N/A

Internal Name: Gas Babies
Effect: (REV GL) disperses an acidic cloud on impact with anything, causing a lingering, damage over time environment. the effect does not stack, the gas is flammable.
Number of slots: N/A

Internal Name: Screamers
Effect: (Mini Flak)  15% less damage. the flechettes vibrate in a way that disrupts radar and and sensor systems for a few seconds if 12 of them have impacted (including locking systems) within 2 seconds of each other, They also produce a noise audible to the human ear while vibrating that increases in strength up to a point depending on how many have impacted recently.
Number of slots: N/A

Internal Name: Canister Launcher
Effect: (Mini Flak)  why shoot the flechettes when you can shoot the whole canister_ these act as nail bombs but with less strength. cannot be air bursted, they bounce up to one time.
Number of slots: N/A

Internal Name: Magnum Shot
Effect: (Flack Cannon) 6 slugs, 15 damage a slug, the spread is tight up to 80m, but 40% more heat generated
Number of slots: N/A

Internal Name: Canister Launcher
Effect: (Flak Cannon) fire the whole flechette canister, to detonate in aoe upon impact with an additional but small amount of explosive damage. flechettes bounce up to two times. cannot be airbursted.
Number of slots: N/A

Internal Name: V(ariable)T(rajectory) Rocket
Effect: (Seeker) onboard sonar allows them a chance to avoid  walls and debris, can be fooled by well timed dodging. 25% less damage and 25% slower.
Number of slots: N/A

Internal Name: Scatter Rocket
Effect: (Seeker) proximity detonation in a forward facing cone, weak against fast movers but good at close range
Number of slots: N/A

Internal name: Paint Ball Gun
Effect: Changes hit effects into paint splatter
Number of slots: 1

Internal name: Fan Fair
Effect: Explode into confetti upon death
Number of slots: 1

Internal name: Random Facts Internal
Effect: Upon getting a kill, Your mech start spouting random facts and trivia voiced by Hughes
Number of slots: 1

Internal name: EPIC ANNOUNCER Internal
Effect: An announcer comments on your gameplay voiced by Hughes
Number of slots: 1

Internal name: Epic Hero Music
Effect: After getting a kill streak or dominating 3 other players at the same time, Epic Hero Music plays for all to hear within several meters of you mech.
Drawback: There may be a slight possibility that people will probably feel more inclined to try and kill you.
Number of slots: 1

Internal name: Kinetic Driver
Effect: Increases the damage dealt by bullet-based weaponry over time, lowering the weapons base damage, but increasing its damage potential.
Number of slots: 3

Internal name: Nano Charges
Effect: Augments tethered explosives to do less max damage from remoted detonations, but causes smaller explosive ordinance to radiate from the main warhead.
Number of slots: 3

Internal name: Auxiliary Mount
Effect: Allows C class mechs to manually mount one of either turret type (missile or vulcan) to itself, taking the place of dropping it at the location of use. Upon taking a certain amount of damage (dependent on what Mk the turret is) would cause the turret to explode, causing minor damage to the mech it is mounted to.
Number of slots: 4

Internal Name: Fireworks Launcher
Effect: Launches several small starburst mortars from your mech every time you get a kill. Color matches your mech's trim stripe.
Number of slots: N/A

Internal Name:   Radar Decoy.
Effect: Similar in mechanics to the radar jammer, But puts a single wandering dot on the enemy's radar. Used to lure enemies in to a specific area.
Number of slots: N/A

Internal Name: Charge Coolant
Effect: At the cost of gaining armor, collecting repair charges lowers your heat build up.
Number of slots: N/A

Internal Name:  Forward Thrusters
Effect: At the expense of reduced max air height, hover speed is increased.  
Decreases max air height by 30%.  Increases hover speed by 15%.
Number of slots: N/A

Internal Name:  Snubnose Boosters
Effect:  Rate of fuel drain is increased by 50% during boosts longer than 3 seconds in duration.  Boosts or dodges in short bursts have their fuel generation reduced by 30%.  Initial boost or hover fuel consumption is also reduced by 30%.  
Number of slots: N/A

Internal Name:  Double Barrel
Effect: One pull of the trigger fires two projectiles in sequence.  Projectile cooldowns are increased by 2x.
Number of slots: N/A

Internal Name:  Burst Jets
Effect: Jump height is increased by 3x.  You cannot hover.
Number of slots: N/A

Internal Name:  Symbiotic Plating
Effect: You repair 1 armor/second for each friendly unit within 5m.
Number of slots: N/A

Internal Name:  Armor Transfusor
Effect: Quickly transfers armor to any friendly mech within 20m that has less armor than you.  This ability cannot kill you.
Number of slots: N/A

Internal Name:  Polymorphic Ordnance
Effect: You can fire on friendly mechs.  Weapons deal no damage to friendly mechs.  Instead, weapons apply 10% of the damage they would deal to friendly mechs as healing.
Number of slots: N/A

Internal Name:  Jerry-rigged Injectors
Effect: Increases maximum boost speed to 120%.  Boost speed scales with remaining armor, down to a minimum of 50% at 1 armor.
Number of slots: N/A

Internal Name:  Overdrift
Effect: Boosting costs no fuel, and you can fire your weapons while boosting.  When you spawn, you immediately begin boosting.  You cannot stop boosting.
Number of slots: N/A

Internal Name:  Chamber Combuster
Effect: Increase projectile flight speed at the cost of increased heat generation
Number of slots: N/A

Internal Name:  Over Charge
Effect: Charge weapons receive a (x)% power boost on max charge. However charging the weapon for an extended period of time will cause it to back fire instead and damage your mech upon trigger release.
Number of slots: N/A

Internal Name:  Cluster Mine
Effect: Effect (EOC) Loads and fires all six pucks at once, coveting the weapon into a single shot gun. Greatly decrease the fire rate of the EOC.
Number of slots: N/A

Internal Name:  Burst Clip
Effect: (Assault Rifle) Turns the Assault riffle into a 3 shot burst riffle.
Number of slots: N/A

Internal Name:  Heavy Mass Bullets
Effect: (Sabot) Shot fired from the Sabot can pass through obstacles and mechs. The power needed to propel these bullets is massive and greatly increases heat generation.
Number of slots: N/A

Internal Name:  Silencer
Effect: Reduce or eliminates radar signature when firing primary weapons. The amount of reduction is determined by the weapons damage output (dps). Damage is reduced by a percentage.
Number of slots: N/A

Internal Name:  Blink System
Effect: Replaces dodging with short range teleports at the cost of much higher fuel consumption and cooldown. Incompatible with Air Compressor.
Number of slots: N/A

Internal Name:  Targeting Network
Effect: Shares your targeting data with teammates. They can see anyone on their radar that you have on your radar. Reduces radar detection range.
Number of slots: N/A

Internal Name:  Catalytic Converter
Effect: Swaps heat and fuel usage. Heat is now generated by boosting, and fuel is now used when firing. If you overheat from boosting, both your weapons and boosters will shut down.
Number of slots: N/A

Internal Name:  Liquid coolant
Effect: Overheating starts draining fuel instead of shutting down weapons. If fuel is completely drained while overheated, your weapons shut down, and your fuel will not regenerate until your heat is at zero.
Number of slots: N/A

Internal Name:  Nano Amplifier
Effect: Repair Orbs give you a temporary damage bonus, instead of healing you.
Number of slots: N/A

Internal Name:  Incendiary Boosters
Effect: Boosting and dodging causes a small increase in heat for any nearby enemies. Reduces cooling effectiveness.
Number of slots: N/A

Internal Name:  Ground Sonar
Effect: Radar can now detect any other mech on the map, as long as they are on the ground and moving. Does not work at all while you are in the air, and is not effected by Radar Jammers or Deployable Sensors.
Number of slots: N/A

Internal Name:  Auxiliary Cavorite plating
Effect: Reduces the weight of your mech, increasing maximum jump height, and reduces falling speed and aerial fuel usage. Reduces maximum armor by 10%, and crush damage by 30%.
Number of slots: N/A

Internal Name:  Concussion Warheads
Effect: Greatly increases the knockback effect of explosive weapons and items, but slightly reduces their damage as well.
Number of slots: N/A

Internal Name:  Thermal Amplifier
Effect: Increases all movement speed by 1%, and damage output by .5% for every 10% of your heat bar filled. Increases overheat recovery time.
Number of slots: N/A

Internal Name:  Turret Wall overwrite
Effect: places C mech Turret shields and applies damage reduction to the sides of C mechs.
Number of slots: N/A

Internal Name:  Demise Beacon
Effect: Pings the map (no audio or visual que) of your last location upon death to ally team members. (does not spot enemy players.)
Number of slots: N/A

Internal Name:   Friction Foot
Effect: Slows mech's falling decent while against a wall, resets ability to vertically ascend while hovering. Initial hover fuel cost (the amount of fuel required to start hovering) is doubled. (Basically a wall jump mechanic)
Number of slots: N/A

Internal Name:  Ice System
Effect: Mech lose friction and maintain x% of there momentum between movement while moving on the ground. (After boosting/dodging may cause skidding) This allows the pilot to make quicker movements on the battle field, however the mech will take longer to reach full running or boosting speeds when starting from low movement speeds, and pilots will not have as much control over there mech's movements. (think armored core and tribes) So crashing into walls or other mechs will cause you to lose momentum and become a much easier target to hit for a longer period of time compared to other mechs.
Number of slots: N/A

Internal Name:  Riot Sheild
Effect:  A permanent frontal placed shield similar to C mech's turrent mode shield that reduces frontal damage by x% at the cost of reduced speed.
Number of slots: N/A

Internal Name:  Rail Gun Over charge
Effect:  (Power Shot) Turns power shot into a toggle ability similar to C mech turret mode. While power shot is active and zoomed in, your damage is increased by x% but your mech's movements are locked (you are free to rotate 180 degrees) . Cool down and heat generation is increase. While power shot is active and NOT zoomed in your damage is increased by x% but your accuracy is reduced by x% and mech's movement stutter for a brief moment (you are free to rotate 180 degrees) . Cool down and heat generation is increase. Damage falloff is also increased.
Number of slots: N/A

Internal Name:  Reverse Thrusters
Effect: Replaces the quick turn boost with reverse boosting
Potential for advanced technical application: Allows pilots to retreat while maintaing a forward facing line of sight. Allows for a completely different dynamic in terms of advance maneuvers.
Number of slots: 3

Internal Name:  Afterburner
Effect:
Flight speed increased by 3.6 m/s,
air acceleration increased by 0.30 m/s,
4 m/s faster boost speed,
boost acceleration increased by 0.30 m/s
dodges are 2m/s faster
35% more fuel consumption during all boost dodge and flight activities because afterburners are thirsty,
25% increased weapon spread after dodging for 2 seconds that applies to all weapons, can refresh duration and stack but never exceeds 2 second duration, because "contemporary mech design is not equipped to handle high velocity maneuvers, over spec operation leads to excessive strain on joints and malfunctions in weapons control, requiring recalibration"
Number of slots: 4

Internal Name:   Afterburners
Effect: Double tapping boost while on the ground or in the air rockets your mech in the forward direction. double tapping will dodging will cause the same effect in the direction you dodge in but will also rotate your mech's torso to face that direction. Afterburner boosting comes at the cost of all your fuel and the distance you travel is equivalent to the amount of fuel you had at the time of the boost.
Number of slots: N/A

Internal Name:  Auxiliary pumps
Effect:
3 m/s increased run and walk speed
1 m/s acceleration
0.18 second dodge cooldown reduction (does not apply to air dodge)
0.25 second reduction in recovery time after landing
Number of slots: 3

Internal Name:  Weapon Booster
Effect:
5% increased weapon reload speed
2% increased damage
mech fuel generation decreased by 2.5 liters a second while weapons are reloading  "due to power leech"
mech fuel reserves reduced by 5 liters as reserve for weapon booster.
Number of slots: 3

Internal Name:  Rookie engine maintenance policy
Effect: -Increase earned Hawken Credit by 100%
-Effectiveness decreases by 10% per pilot level
Number of slots: 3

Internal Name: Rookie helmet
Effect: -Increase earned experience by 100%
-Effectiveness decreases by 10% per pilot level
Number of slots: 2

Internal Name: Rookie log journal
Effect: -Increase earned objective experience by 100%
-Effectiveness decreases by 10% per pilot level
Number of slots: 1

Internal Name: Stabilized Thrusters
Effect: Replaces all dodge moves with directional boost. +0.5 m/s boost and flight speed
It might be interesting to limit non-forward speed to 90%, but add +0.1 m/s for each level of suspensions.
Number of slots: N/A

Internal Name: Combat Capacitor
Effect: Repair Orbs replenish Items and Abilities instead of Health
Could be around 10 seconds off all items and the mech ability for ~150-200 hp.
Number of slots: 2

Internal Name: Entropy Generator (No seriously, get a proper name for this)
Effect: Enemies you kill drop a larger charge.
Number of slots: N/A

Internal Name: Engine Supercharger
Effect: +20% all Acceleration, +5% Boost Speed. All fuel Consumption raises heat.
Number of slots: 2-3

Internal Name: Ablative Composites
Effect: Regenerate (6/8/10) hp over two seconds after taking damage. Doesn't stack.
Number of slots: 2/3/4

Internal Name: Weighted pads
Effect: Doubles weight of your mech to increase fall speed while not using fuel
Number of slots: 1

Internal Name: Adhesive Meteors (heh)
Effect: Places 3 rocks on the ground like the EOC. If a mech comes in contact with the rocks, they clog up the huge rockets on the back stopping the use of dodging and boosting for a short while. The meteors have space residue decreasing heat generation and increasing weapon attack speed.
Number of slots: N/A

Misc:
No items: +1 to each tuning slot (may exceed maximum default tuning)
No internals: ^
No items + no internals: +3 to each tuning slot (may exceed default tuning)

[font=play, helvetica, arial, sans-serif]Internal Name: Gravitational Titanium Landing-gear[/font]
[font=play, helvetica, arial, sans-serif]Effect: (2 Slots) Makes you fall 50% faster and taking 45% less falldamage. (3 Slots) Makes you fall 80% faster and taking 60% less falldamge[/font]
[font=play, helvetica, arial, sans-serif]Number of slots: 2-3[/font]
[font=play, helvetica, arial, sans-serif]Mech/Weapon: N/A[/font]


Internal Name: Datalink Tag
Effect: Target highlighted by "Enemy Sighted" callout will be visible to all on radar for a short time. Does not apply to cloaked targets.
Number of slots: 1
Mechs/weapons used: It modifies the "Q" callout that is available to all mechs; no restrictions.

Internal Name: Inertia Reduction and Momentum CarryOver System (IRMCS)
Number of slots: 3
At the expense of increased fuel consumption and reduced fuel regeneration, allows mech to maintain and increase momentum and reduces inertia (resistance of an object to change its direction once set in motion) while chaining boosts and dodges. Allows for higher rate of speed at a cost of both fuel regeneration (25% decrease) and increased fuel consumption (25% increase). Works well with air compressor, however, can cause instability as flight control systems cannot compensate for the increased velocity imparted into the system. This further increases fuel consumption.
Number of slots: 3

Edited by ShadowWarg, May 27 2014 - 02:14 PM.


#2 FakeName

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Posted October 18 2013 - 10:43 PM

So much internals QQ

"Things change ... thank god, otherwise we would still hunt animals to survive and forge weapons of stone."

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#3 PlzBanMe

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Posted October 18 2013 - 10:49 PM

Can you add a spot for mech type_ There is no way you can do balance with out limiting the mech type.

Edited by PlzBanMe, October 18 2013 - 10:49 PM.


#4 InfiniteWin

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Posted October 18 2013 - 11:29 PM

View PostShadowWarg, on October 18 2013 - 10:28 PM, said:

Internal Name: Adhesive Meteors (heh)
Effect: Places 3 rocks on the ground like the EOC. If a mech comes in contact with the rocks, they clog up the huge rockets on the back stopping the use of dodging and boosting for a short while. The meteors have space residue decreasing heat generation and increasing weapon attack speed.
Number of slots: N/A


It is supposed to be an item :S

Edited by InfiniteWin, October 18 2013 - 11:30 PM.

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#5 Xacius

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Posted October 18 2013 - 11:36 PM

Wow.  That's incredible.  Thank you!
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#6 Seburo_

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Posted October 18 2013 - 11:58 PM

Nice effort, bravo sir.
Losing his grip on reality..._
I have seen it estimated...somewhere between death and birth.
That there are now 3 thousand million people living on this earth.
And the stockpiled mass destruction of the nuclear powers that be.
Equals for each man or woman 20 tons of TNT.

#7 UnDeaD_CyBorG

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Posted October 19 2013 - 02:17 AM

Great list, thanks for the effort.
However, could we maybe put the weapon suggestions in a spoiler or something_
They completely defy the current internal system, and where given in swaths in the old thread in amounts and lack of commentary that defies the format you're pushing for. A single post equals effective two pages in this thread.
Also, I don't want to step on anyone's feet, but ... most of them aren't that good, either. F.Ex. What benefit would removing the EOCs aoe have_
How about a Snowflake Holo Emote_


If an enemy fires on me, intent to take my life, I can fight back, or I can turn and flee.
But if a "friendly" tech comes by, intent to take my dignity, I can do nothing.

#8 Silverfire

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Posted October 19 2013 - 03:31 AM

Glad you finally listed out all the suggestions! This is great :)

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#9 ShadowWarg

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Posted October 19 2013 - 06:47 AM

View PostPlzBanMe, on October 18 2013 - 10:49 PM, said:

Can you add a spot for mech type_ There is no way you can do balance with out limiting the mech type.
Done: Mech/Weapon: (use N/A if not limited to any specific mech or weapon)

View PostInfiniteWin, on October 18 2013 - 11:29 PM, said:

It is supposed to be an item :S
Hey, it was in the "Dynamic Internals" thread. Don't worry about it, about 30-40% of some of these suggestion also sound like items.

#10 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

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Posted October 19 2013 - 09:53 AM

Quote

Internal name: EPIC ANNOUNCER Internal
Effect: An announcer comments on your gameplay voiced by Hughes
Number of slots: 1

The number of slots should be increased to 2 and then this internal would be perfect - that is, the player is so skillful they have no need of gameplay-enhancing internals and instead gloat their command of their mech by fitting it with a vanity internal that takes up a non-trivial number of slots.
Thank you for your time.

Sincerely,

WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

#11 InfiniteWin

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Posted October 19 2013 - 10:10 AM

View PostShadowWarg, on October 19 2013 - 06:47 AM, said:

View PostPlzBanMe, on October 18 2013 - 10:49 PM, said:

Can you add a spot for mech type_ There is no way you can do balance with out limiting the mech type.
Done: Mech/Weapon: (use N/A if not limited to any specific mech or weapon)

View PostInfiniteWin, on October 18 2013 - 11:29 PM, said:

It is supposed to be an item :S
Hey, it was in the "Dynamic Internals" thread. Don't worry about it, about 30-40% of some of these suggestion also sound like items.
I read through it and I saw items as well, so I thought to throw mine in
InfiniteWin, winning all day, every day

#12 peacecraftSLD

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Posted October 19 2013 - 11:47 AM

That's a long list. I could only read some of them and I liked what I was reading. Some definitely sparked my interests.

#13 ShadowWarg

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Posted October 19 2013 - 02:07 PM

View PostInfiniteWin, on October 19 2013 - 10:10 AM, said:

View PostShadowWarg, on October 19 2013 - 06:47 AM, said:

View PostInfiniteWin, on October 18 2013 - 11:29 PM, said:

It is supposed to be an item :S
Hey, it was in the "Dynamic Internals" thread. Don't worry about it, about 30-40% of some of these suggestion also sound like items.
I read through it and I saw items as well, so I thought to throw mine in

Posted Image


Edited by ShadowWarg, October 19 2013 - 02:07 PM.


#14 Aregon

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Posted November 05 2013 - 07:12 AM

[font=play, helvetica, arial, sans-serif]Internal Name: Gravitational Titanium Landing-gear[/font]
[font=play, helvetica, arial, sans-serif]Effect: (2 Slots) Makes you fall 50% faster and taking 45% less falldamage. (3 Slots) Makes you fall 80% faster and taking 60% less falldamge[/font]
[font=play, helvetica, arial, sans-serif]Number of slots: 2-3[/font]
[font=play, helvetica, arial, sans-serif]Mech/Weapon: N/A[/font]

Edited by Aregon, November 05 2013 - 07:13 AM.

I`ll fix it later.

#15 ShadowWarg

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Posted November 05 2013 - 11:29 AM

Added.

#16 Quwin

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Posted May 07 2014 - 06:34 AM

babump

#17 nepacaka

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Posted May 07 2014 - 12:43 PM

press X to win internal!
jk

sorry, but i preffer internal with 4-5% bonus, instead +50%
some ideas are good, but most of them just crazy :D

Edited by nepacaka, May 07 2014 - 12:44 PM.


#18 Quwin

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Posted May 07 2014 - 12:47 PM

internals made specifically for techs that causes their helix beam to have different effects minus the healing I.E. buffs attack speed or power, gives momentary speed boost, lowers rate of overheat.

I don't know, i'm dumb. I just want the tech to be something a bit more interesting than the squishy medic.

#19 LordTemujin

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Posted May 07 2014 - 12:59 PM

This is a necro, Don't Necro

On topic: The number of hellfire improving mechanic geared internals in this thread...and not a single suggestion for flares or an internal to scatter hellfires. Shame on all of you.
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#20 Quwin

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Posted May 07 2014 - 01:20 PM

Well seeing as how people got talking about the subject again i thought it would be better not to just make a new topic when this horse still isn't dead enough to stop kicking.

on topic: It could be over powered to have flares seeing how many things track in this game. It would be a seekers worse nightmare unless you said it only worked on hellfires which seems a bit specific if you ask me. It would be quite useful to predators and infiltrators however.




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