Patch 1.3.307 Is Live!
#281
Posted 31 July 2014 - 03:31 PM
#283
Posted 31 July 2014 - 04:38 PM
#287
Posted 31 July 2014 - 07:03 PM
#288
Posted 31 July 2014 - 07:14 PM
Mike McSullivan, on 29 July 2014 - 10:49 AM, said:
Like the Catapults when they have their missile doors closed there is a damage reduction to that location.
#289
Posted 31 July 2014 - 07:37 PM
I have a theory that they made so many consumables part of the game because they sell some for actual money (ie. mech cash) and so it was really about getting paid, and not about improving game play.
I was happy with my spider sniper with seismics, zoom, and capture, and now I can't do that.
#290
Posted 31 July 2014 - 11:30 PM
There is no way that I will ever use a weapon module. (Unless you got something really awesome up your selves)
Right now weapon modules are just totally useless crap. You decided to balance everything with heat and expect us to use modules that give us a tiny advantage we wont even notice most of the time (range) in exchange for the downside of heat.
No way!
My favourite Mech is the DDC which once had 4 Module slots.
After the patch you reduced the DDC to two slots after Mastering.
Yes thats right I also not intend to use any consumables.
Seriously what MWO needs the most are, not minor tweaks, Module slots shuffling or anything of this crap you where doing since more than a year now.
Edited by Nikolai Lubkiewicz, 02 August 2014 - 01:05 AM.
#291
Posted 01 August 2014 - 04:29 AM
Not that I care, I wish it was optional and could be turned off, it gets old pretty fast.
Edited by Revener, 01 August 2014 - 04:30 AM.
#292
Posted 01 August 2014 - 06:08 AM
Desintegrator, on 31 July 2014 - 07:34 AM, said:
After 2 years of playing and statistical observations of the servers you found out that the Awesome was NOT the most popular Mech out there. But maybe the buff is a little late now, as most of the players have sold their Awesomes 1.9 years ago.
Now the Awesome is a competitive Mech, but who cares.
I wont spend millions of Cbills again, to buy another set of three mechs...
And I kept my Pretty Baby to this day, swapped the Large Lasers for ERs now, and I still like that 'Mech, did so before too. Sure I sold all the other Awesomes, but I only ever cared about the PB anyway. I need to try riding it more now, I didn't read the patch notes thoroughly and totally missed the heat buffs for Awesomes (only cared about the SLI stuff at first).
And if yours were skilled already, you won't need to buy all three again I guess.
Edited by Azar Javed, 01 August 2014 - 06:09 AM.
#294
Posted 02 August 2014 - 03:44 AM
Crotch RockIt, on 29 July 2014 - 10:44 AM, said:
Also of interest: The Hunchback 4SP is now no longer the only asymmetrical Hunchy, as its RT also got a boost
And last one: Locusts with 3 weapon mod slots, while they can hardly carry more than one weapon type..
---
But seriously now, PGI, be more creative! More original mods- and quirks-stuff, like the mech quirks for Cents and Awesomes, could bring so much diversity!
-First of, make more lore- and role-related mech quirks: Jagers reload dakka faster, Firestarters and Adders get less heat from flamers; Catapults with faster lock-on, or something; Laser-Hunchy gets more heat capacity; Atlas or Direwolves get less shake from being blasted by big guns! Something to make them fit their roles better! The first few (Cents, Awesomes, Hunchy) look promising for things to come..
-Try to be more creative with the weapon modules as well, not just range mods: decrease cooldown/reload; reduce lock-on time/increase lock duration, generate a bit less heat for certain weapons, or even a slight decrease in heat from the heat penalty! Think of some cool stuff, that is ACTUALLY useful! Heat is almost always a bigger concern than range, so (almost) ALL modules we have now are a waste of C-Bills*..
-Make more diverse consumables: decoy devices, causing false sensor notifications; Placeable turrets, or mines; stationary ECM pods, or AA pods against Airstrikes? Something that can actually compete with the Arty/Strike-spam..
-Finally, more diverse module slot spread: Give lights more 'Mech slots, so scouting suits em better; give big, slow assaults less consumables, but more weapon slots (once they are actually useful), give purpose to the different roles!
-And finally finally, the way of reducing the number of 'Mech modules overall seems a weird choice in the first place.. Seismic Sensor = best, and probly always will be, so basically we will now use LESS diverse modules, the opposite of what was intended..? Dont really have a solution for this, other than just bring the number up a bit.. Nothing wrong with everyone carrying 3 or 4 'Mech modules, right? Just makes building more dedicated role-warfare mechs easier!
*Surely you guys can see this in your PGI-user-statistics, right? That no one is using these things? Is that why you forced everyone to have 2 slots dedicated to these weapons mods..? I hope not..
#295
Posted 03 August 2014 - 09:46 PM
#296
Posted 04 August 2014 - 10:27 AM
#297
Posted 04 August 2014 - 11:24 AM
Worm Seraphin, on 04 August 2014 - 10:27 AM, said:
It would be added just like internals - non-visible to us. The armor amounts listed are just so we can allocate them, whereas this is a fixed quirk.
#298
Posted 04 August 2014 - 02:14 PM
#299
Posted 04 August 2014 - 04:52 PM
Thanks for adding it.
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