Lulz... EOD
Ok, first of all, you can stop equating ANYTHING you mention in MC cost as there is no inherent MC cost to anything other than Hero Mechs and bling. Everything else can be purchased with CBills. The fact that you keep using MC in your analogy tells me that you opt to cashsink rather than timesink. Which is great, those who don't spend money on the game appreciate your contributions, but being one who also spends money on the game... those arguments are hollow to me.
Second, if the obvious box at the bottom right (under the equipment list) that lists the modules equipped on the mech doesn't help you find your modules, I don't think a star is going to be much more of a service to you. You keep talking about misplacing and accidentally selling things. You might want to slow your roll when it comes to clicking. You're not on the battlefield, your in the mechlab. Have a latte and look your mech over.
Finally, the cost of the modules should be a clear indicator of how valuable they are on the battlefield, to which brings me back to my point that a blanket unlock cheapens them.
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Modules As Unlocks Rather Than Items
Started by Tagichatn, Mar 13 2013 12:21 PM
24 replies to this topic
#21
Posted 19 March 2013 - 01:13 PM
#22
Posted 24 March 2013 - 08:53 AM
Ok my mech has two module slots, I unlocked 3. IF the game ran the OPs why how would I have all unlocked modules on my mech with only two slots?
#23
Posted 24 March 2013 - 08:56 AM
Because the OP want's to take away module slots all together, once you have it, you have it across the board.
Lame.
Lame.
#24
Posted 24 March 2013 - 09:01 AM
With this in mind, I should just be able to purchase one engine and it should unlock infinite copies of it, so I don't have to drag and drop or purchase more for my other mechs.
It gets so redundant to have to find out which mech it's in, and move it around after spending time getting it in the first place.
On a more serious note, it's not a critical component and not required to win, it's a perk, and perks cost things.
If it was game breaking, or absolutely required to function (ammo) then maybe I could see the point for its cost, but as it is now, I'd rather not see this.
It gets so redundant to have to find out which mech it's in, and move it around after spending time getting it in the first place.
On a more serious note, it's not a critical component and not required to win, it's a perk, and perks cost things.
If it was game breaking, or absolutely required to function (ammo) then maybe I could see the point for its cost, but as it is now, I'd rather not see this.
#25
Posted 06 June 2013 - 11:08 PM
Modules are explained as an physical item that slots into your mech like a circuit board, and like any other physical item it cannot magically appear in multiple places, I cannot put my only PPC on more than one mech so why should i be able to put my only seismic module on more than one meck.
yes they are expensive but are often game changers,
man up and GRIND if you want modules on each of your Mecks.
yes they are expensive but are often game changers,
man up and GRIND if you want modules on each of your Mecks.
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