Nikolai Lubkiewicz, on 29 July 2014 - 04:05 PM, said:
Greetings MechWarriors,
The Dev Team has heard out your concerns regarding the over-use of Artillery and Air Strikes. With your feedback in mind the following changes are to be implemented within the next 2 patches.
Some have indicated that it is silly for Clans to have access to artillery in the first place, given their philosophical beliefs regarding that weapon system.
With that in mind, Clans will only be able to use Air Strikes.
To balance the Inner Sphere: MechWarriors will have the option to use both Air Strikes and Artillery, but will only be able to field one or the other on each Mech.
Please let us know what you think and update us on how this change will affect your overall impression of the module changes.
Dear Niko and Dev Team
It's nice to know you do listen to our feedback and concerns.However,you still trying to force your not so well solution.
Artillery+Airstrike spam is only part of the problem.The 2nd one is weapon modules and thus weapon slots.You took away few useful mech modules,and gave us nothing in return - you can set available number of weapon slots to 1000 and they still be worthless compared to just one mech module slot.Not to mention that the change affected Clan mechs bought for real money so peoples have basics to demand refunds.And in EU countries each law court will support such demands.
And the 3rd one is that there are mech module slots whose are vastly superior compared to each one.By reducing number of mech module slots you limit possible possible configurations,because just no one will even look at say Hill Climb when having just two mech slots.
So,if you really want to allow players to setup their mechs to some role on a battle field,the module system must be extended as follows,not limited:
1) JUST ONE consumable.
Just one because even with limitation Artillery OR Airstrike choosing consumables would be no-brainer.Every one just blindly take Arty/Air+Coolant/UAV,or 2xCoolant/UAV.Where is thinking about role in that?Nowhere.
But when there will be just one slot,well...players would have to think which consumable suits their build and desired role better.Also it prevents uncontrollable Arty/Air spam,as not everyone will take it - personally,for my 5xLL Stalker I'd choose Coolant Flush rather than Art/Air.And I'd have to use it wisely in battle as I'd have just one.
2) Mech module slots should be set to 3/4 (4/5 with master efficiency) on all mechs
Because 2-3 module slots are always reserved for most important ones like Radar Derp,Seismic Sensor,Target Info Gathering,Target Decay or Sensor Range there is simply no space for other modules.And only from that point,after equipping that vital for surviving modules there is place for players to think about something to support their chosen role.
Not to mention your effort to put into the game modules like Hill Climb,Speed Retention etc. is simply wasted,as even they are quite good players can't take it due to lack of space.And they are no competition for the top ones.
3) Weapon slots have to be reworked as currently there are pile of crap.Then,assuming the new ones are worthy to take,number of weapon slots should be 1 for mechs with 4 mech module slots and 2 for these having 3 mech slots.+1 weapon slot should be given with master efficiency.
Well,that says everything.No weapon module except AMS ones and Improved Narc are worthy of consideration.In my previous post I've gave you few examples how weapon modules should be like (
http://mwomercs.com/...ost__p__3595664 ).The general idea is that each weapon (maybe except TAG and NARC) should have at least 3 nice modules whose all are really nice to have.Having 2/3 weapon module slots will allow player to fully upgrade just one weapon system (but hey,no one prevents you to make weapon modules such way that equipping all of them makes no sense).And mechs with less mech module slots would have slight advantage here over those what was given 4th mech module slot.
Mmkey,let's see some examples of my proposed module system about possibility to chose role on a battlefield.Assume Raven 3L,fully upgraded would have:
1 consumable
5 mech modules (4+1 from mastery)
2 weapon modules (1+1 from mastery)
and let's say I want to be good scout.In that case,I'd take modules:
1 Consumable - UAV
Due to just one consumable slot,I had to think for a while like "hmmm...if I want to be scout and show targets to teammates perhaps UAV would be best to suit me in that role.Crap,or maybe Airstrike?Oh dammit..." See that Devs?I AM FORCED TO THINK ABOUT MY ROLE.Having 2 consumables slots,I would mindlessly take UAV+Arty/Air without 2nd thought.
2 Mech modules
Well,first most obvious ones,like Seismic Sensor,Target Info Gathering and Advanced Sensor Range.But then due to 2 mech module slots there is area to wonder what else module would support me in my scout role better - I'd think some like "Should I take Hill Climb so I could reach steeper hills and be able to watch enemies from above?Advanced Target Decay so if I'll guide friendly LRMs there will be greater chance for them to reach the target?Or perhaps Radar Deprivation so in case of being spotted and highlighted I could quickly vanish behind a cover?Hmm,Capture Accelerator also looks nice,after initial spotting work I could make some sabotage by running onto their base,and that could drive few enemies out of fight...not to mention it may be alternative victory contidion.Crap,Shock Absorbance also looks well,it'd help me to fearlessly jump off cliffs so I could scout on shorter route instead searching safe way down.And what about Speed Retention?Peoples like to leg light mechs,with that module I'd have some chance to escape in that case.And Advanced Zoom,it case I'd take 2xER LL it'll help me to precisely shoot at chosen component,and recognize silhouettes of enemy mechs.Ehh,choices choices..."
See that Devs?I WONDER ABOUT WHAT MODULE WOULD SUIT ME IN MY ROLE THE BEST.There are 7 possible modules left and all supports my chosen role in some way,but I have to pick just two.And my choice also is determined by the map I'll be scouting on.
If THAT is not role-supporting then damn,I've no slightest idea what is.
Mmkey,and now wonder about your current solution - only 2 mech modules.Do you Devs seriously think anyone would ever consider take anything other that two of Seismic/TIG/ASR?The answer is - nope.
Also,in my solution players would have reasons to spend bunch of GXP and C-Bills on all mechs modules,not only on the most vital ones.
3 Weapon modules
For now,there is nothing here to consider,except Improved NARC.
Aaand,what if I wish to be stealth sniper Raven 3L?In that case:
1 Consumables
I'd have to think if I wish to have better offensive capabilities and thus take Arty/Airstrike,or be able to sustain longer fight and thus take Coolshot.See that Devs?AGAIN,BECAUSE CONSUMABLES ARE LIMITED TO ONE I HAVE TO THINK WHAT MODULE TO TAKE.Having 2 slots I would just take both.As simple and mindless as that.
2 Mech modules
Obvious three first - TIG,Adv Sensor Range,Adv Seismic Sensor.But then,I still have choice - as a sniper,probably I'd benefit the most from Adv Zoom.And one last module left.Well...Hill Climb will allow me to reach good sniping spots.Shock Absorbance is also nice,because I could use steeper routes down and thus change sniping spots quicker.Assuming I've taken Arty/Air accuracy module for these may be a good choice.Speed Retention is also appealing,even legged I could still move around with okay speed.
See that Devs?AGAIN,MY SOLUTION PROVIDES SPACE TO THINK ABOUT ROLE AND WHAT SUITS TO THAT ROLE THE BEST.AND GIVES SENSE OF EXISTENCE FOR ALL MECH MODULES,AS AFTER 4 OBVIOUS CHOICES 5TH ONE NEEDS SOME THINKING ON.
3 Weapon Modules
Assuming some day you'll create few cool weapon modules for large lasers I'd have to think which two of them suits my needs the best.
And,now something completely different - I want to use my CTF-4X dual AC10 with standard engine as durable brawler.Mastered,it would have 1 consumables,4 mech modules and 3 weapon slots.
1 Consumables
Arty/Air to soften enemies before brawl,Coolshot to sustain fight longer,or UAV to have better situational awareness for me and teammates brawling along.There is a choice there,and not so obvious as it may seem.
2 mech modules
TIG,Seismic Sensor and Radar Deprivation.But then,well...Improved Gyros would help to endure AC20/LRMs barrages better.Adv Sensor Range could help to read information about these pesky ECM-covered mechs.Adv Zoom would give me possibility to accurately shoot at cockpits on middle distance,or snipe at that 450m.360 Target Retention is also quite nice,I could see how nimbler mechs maneuver behind my back and thus counter-maneuver to get firing solution at them.In brawl it's almost certain to get hurt,so maybe Speed Retention to still be able to maneuver even legged?Or maybe Arty/Air Accuracy?Hill Climb and Shock Absorbance seems to be less useful,but on certain maps they are also nice to have.
And what you see Devs?I CAN MAKE A CHOICE HERE.I can because there are enough module slots to do so.
3 Weapon modules
4X loses side torsos quite easily,so I'd have to think if I want to take all possible improvements for AC10s in arms,or maybe something for 2xML in central and SRM4 in head as well.
Assuming all above I do hope you Devs will adjust module system as proposed.Because your initial idea is the right one,however its execution is not perfect yet.
Kind regards,
MasterBLB
Edited by MasterBLB, 20 August 2014 - 12:40 AM.