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Calling Out Bryan Ekman Over Modules


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#21 Joseph Mallan

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Posted 29 July 2014 - 04:33 PM

View PostSandpit, on 29 July 2014 - 02:59 PM, said:

forum winner of the day


can't wait for the photoshoppers to get ahold of this one

Dude... Its RuPaul... What hasn't already been nipped,cropped or tucked??? ;)

View Poststjobe, on 29 July 2014 - 03:26 PM, said:

They know no such thing; they think everyone will understand how wonderful, well thought out, and frankly amazingly well implemented these new changes are that will only make the game better.

Because nobody at PGI has the intestinal fortitude to stand up to Paul and tell him his ideas are bad and he should feel bad.

It's called groupthink and PGI has a major case of it.

LOL they need to higher me then! I'd tell him quite ...Colorfully!

#22 Sandpit

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Posted 29 July 2014 - 04:51 PM

View PostJoseph Mallan, on 29 July 2014 - 04:33 PM, said:

Dude... Its RuPaul... What hasn't already been nipped,cropped or tucked??? ;)


LOL they need to higher me then! I'd tell him quite ...Colorfully!

i was talking more along the lines of someone PSing dev heads onto it lol now THAT'S a meme

#23 Deathlike

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Posted 29 July 2014 - 05:08 PM

View PostCrotch RockIt, on 29 July 2014 - 02:48 PM, said:

What's the NuPaul joke? I must have missed it.


Makes me think of this "guy."

Posted Image


View PostJoseph Mallan, on 29 July 2014 - 04:33 PM, said:

Dude... Its RuPaul... What hasn't already been nipped,cropped or tucked??? ;)


Name sounded "just right".

Just sound out the name, and you'll get the actual/proper meaning that way.

#24 SgtMagor

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Posted 29 July 2014 - 05:37 PM

only thing that bugged me is the mech modules dropped from 2 to 1. advanced sensors, and seismic sensors I used together most of time, now I can only use 1, heh!

#25 Joseph Mallan

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Posted 29 July 2014 - 05:42 PM

View PostDeathlike, on 29 July 2014 - 05:08 PM, said:




Name sounded "just right".

Just sound out the name, and you'll get the actual/proper meaning that way.

;) Ooooooooh!

#26 Sandpit

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Posted 29 July 2014 - 05:56 PM

View PostJoseph Mallan, on 29 July 2014 - 05:42 PM, said:

:huh: Ooooooooh!

took you long enough
Rue
Paul
Ru's body
Paul's fayce lol one of the talented artists and meme makers get it done! :ph34r:

#27 Joseph Mallan

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Posted 29 July 2014 - 05:59 PM

View PostSandpit, on 29 July 2014 - 05:56 PM, said:

took you long enough
Rue
Paul
Ru's body
Paul's fayce lol one of the talented artists and meme makers get it done! :ph34r:

I was actully think on the sounding out

NEW Paul! :huh:

The Meme Image would still fit! :ph34r:

Edited by Joseph Mallan, 29 July 2014 - 06:17 PM.


#28 BLOOD WOLF

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Posted 29 July 2014 - 06:04 PM

still 2 mech modules when mastered. too much fuss over nothing. mech modules where a little help but they are nothing special.

#29 IraqiWalker

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Posted 29 July 2014 - 06:08 PM

View PostZolaz, on 29 July 2014 - 02:25 PM, said:

When the Module System Revamp was first announced I made this thread: http://mwomercs.com/...gi-refund-them/. Bryan came on and assured us that if there was a "radical change" to modules then there would be a refund, as they had done things like that in the past. Now, I have over 120 million c-bills in modules just sitting in my Inventory.

That seems like a radical change to me.


You should not be getting a refund over this change. The modules didn't actually change at all. Only the slots.

The radical change where a refund would make sense, is when they remove specific modules from the game, and THAT is when you would be correct in asking for a refund since the GXP and C-Bills you paid, evaporated.

Right now all the modules you have purchased are there, and they all function. Not to mention your mechs can mount them, and use them.

View PostBLOOD WOLF, on 29 July 2014 - 06:04 PM, said:

still 2 mech modules when mastered. too much fuss over nothing. mech modules where a little help but they are nothing special.

Only builds that got somewhat hurt are the F.S.Us. Since they traditionally use up to 3 mech modules (LRM boats would be target decay, sensor range, and possibly seismic. While snipers would be advanced zoom, TIG, and Sesmic or Radar Dep.)

#30 BLOOD WOLF

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Posted 29 July 2014 - 06:10 PM

why would LRM boats have seismic?

#31 Joseph Mallan

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Posted 29 July 2014 - 06:16 PM

View PostBLOOD WOLF, on 29 July 2014 - 06:10 PM, said:

why would LRM boats have seismic?

Sneaky Lights!

#32 BLOOD WOLF

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Posted 29 July 2014 - 06:19 PM

View PostJoseph Mallan, on 29 July 2014 - 06:16 PM, said:

Sneaky Lights!

thats true, but it would be the fault of the team if there are no units covering your artillic platforms. A module helps but it and they do not heavily impact games. They can add a unique play but I still maintain they are not game changers, I always thought 3 was too much. 1 mech module slot was still to low.

#33 Joseph Mallan

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Posted 29 July 2014 - 06:25 PM

Greatest thing I ever heard back in Closed Beta was, "Don't worry Joe, I got your back. Just keep firing those missiles." You never see that in PUGs.

#34 IraqiWalker

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Posted 29 July 2014 - 06:35 PM

View PostBLOOD WOLF, on 29 July 2014 - 06:19 PM, said:

thats true, but it would be the fault of the team if there are no units covering your artillic platforms. A module helps but it and they do not heavily impact games. They can add a unique play but I still maintain they are not game changers, I always thought 3 was too much. 1 mech module slot was still to low.

Some people like the extra safety, and when dropping solo you can't pay people to baby sit you.

I mostly used 2 modules on 90% of my mechs. Sniper mechs do like having 3 modules.

#35 MischiefSC

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Posted 29 July 2014 - 06:49 PM

I've chewed on it a bit and gone over it -

It's actually not a bad thing. Not bad at all. The idea is to increase, overall, module slots and variety of module loadouts. Most mechs will, when mastered, have 3 mech modules, 2 weapon and 2 consumables.

The real issue is that weapon modules are currently literally less than worthless. It's like someone wanting to charge you $5 for a rotted tomato. Not only are you not buying it but you have to wonder if they're just making fun of you.

Consumables have a different issue - Arty/airstrike need a max of 1, either/or, and cooldown in the match needs significantly increased. This makes UAV and coolshot more appealing instead of a free 200-500 damage, twice.

That works. That's viable and not a bad thing.

#36 Kiiyor

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Posted 29 July 2014 - 07:02 PM

View PostMischiefSC, on 29 July 2014 - 06:49 PM, said:


The real issue is that weapon modules are currently literally less than worthless. It's like someone wanting to charge you $5 for a rotted tomato. Not only are you not buying it but you have to wonder if they're just making fun of you.



This is the issue in a gigantic, irradiated nutshell.

My fervent hope is that the current weapon module system is a placeholder, and is intended to eventually represent weapons from different manufactures etc. at some time in the future. I remember someone, sometime mentioning that this was on a list of things to do. I'd be on board with that.

As it stands now, I could see myself using maybe the MG module, or (if I was drunk enough) the MLAS range module on my Jenners, but IMHO there are no other weapon modules that make the range increase worth the heat tradeoff.

Who needs an extra few m on Clan ERLL range when they reach across the breadth of most maps anyways? Pfft.

Now, i've been forced to abandon one of my already loved modules in favor of something that is of very questionable usefulness.

So, really, what i'm saying is

Posted Image

#37 El Bandito

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Posted 29 July 2014 - 07:35 PM

View PostIraqiWalker, on 29 July 2014 - 06:08 PM, said:

Only builds that got somewhat hurt are the F.S.Us. Since they traditionally use up to 3 mech modules (LRM boats would be target decay, sensor range, and possibly seismic. While snipers would be advanced zoom, TIG, and Sesmic or Radar Dep.)


My LRM boats never equip sensor range.

1. There are faster and lighter allied mechs to scout/TAG/NARC/UAV the enemy already.

2. LRMs have lousy hit rate beyond 750 meters.

Edited by El Bandito, 29 July 2014 - 07:40 PM.


#38 Zordicron

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Posted 29 July 2014 - 07:46 PM

View Poststjobe, on 29 July 2014 - 03:26 PM, said:

They know no such thing; they think everyone will understand how wonderful, well thought out, and frankly amazingly well implemented these new changes are that will only make the game better.

Because nobody at PGI has the intestinal fortitude to stand up to Paul and tell him his ideas are bad and he should feel bad.

It's called groupthink and PGI has a major case of it.

Maybe this person you wish for WAS Garth? How did that work out for him......

#39 Joseph Mallan

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Posted 29 July 2014 - 07:48 PM

View PostEldagore, on 29 July 2014 - 07:46 PM, said:

Maybe this person you wish for WAS Garth? How did that work out for him......

Depends on if he is working or not! If he is, then it worked out well.

#40 IraqiWalker

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Posted 29 July 2014 - 07:53 PM

View PostEl Bandito, on 29 July 2014 - 07:35 PM, said:


My LRM boats never equip sensor range.

1. There are faster and lighter allied mechs to scout/TAG/NARC/UAV the enemy already.

2. LRMs have lousy hit rate beyond 750 meters.


Fair, enough. Still doesn't invalidate that LRM builds using these modules exist, and I did say they "traditionally" carry those modules. Not always carry them.





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