

The Plan Contains Hints For Future Changes To Modules
#1
Posted 17 December 2013 - 02:19 AM
It's almost like reading tea leaves, but there is at least some interesting hints there:
1) There will be some new type of modules, "weapon modules": What it does we don#t know yet, but we might learn this week, according to Russ' last blog.
The tooltip only says "allow very granular role specialization" which doesn't tell us much.
2) Module Revamp will apparantly include a seperation of module types in consumables and non-consumable,s and we will get more modules per slot.
3) Mech Efficiency Revamp
The Efficiencies will be tiered so you can buy an upgrade multiple times.
Weapon Modules are still a mystery to me (is it something like +20 % range / +20 % damage at close range? Somethnig else entirely? Modules on each weapon?)
The efficiency revamp has been suggested before, but there isn't a hint that it actually creates different skills on different mech, so it might be mostly an improvement to make the "leveling experience" smoother (which I thnik is a good goal, even if I'd like more than that.)
The Module Revamp is also something suggested before. An interesting aspect of it will be that consumables will become almost... well, maybe not mandatory, but pretty common. If you don't need to decide whether you pick Seismic or Artillery, then you'll always want to fill that module slot. If they keep the current earnings per match and the current consumable cost however... ouch. From their POV it's off course good if players have this kind of money sink in the game and have every reason to use it and it might be very important for the future - in case people get saturated with mechs and the sales go down, they still might have a steady income from Premium and MC bought consumables.
Whether it's also good for us as players remains to be seen.
#2
Posted 17 December 2013 - 02:40 AM

#3
Posted 17 December 2013 - 11:27 AM
#4
Posted 17 December 2013 - 04:40 PM
We've been given a total of two words about them. It also occures to me, that this could be the start of the Role Modules. If it can't be released until UI 2.0 then it won't work exactly like anything that we have in game currently.
#5
Posted 17 December 2013 - 04:45 PM
#6
Posted 17 December 2013 - 04:56 PM
"War horns are and awesome addition to the game!"
players "Huh?"
Bad communication
"War horns are in the preliminary stages but we plan on players being able to use them to signal friendly mechs in an emergency situation once per match. We haven't decided exactly how this will work mechanically in the game but some of the ideas we have thus far are setting a red blip on the map that also sends an audio message to the other players in your lance requesting assistance"
players "Hey that's kinda cool. I have a few suggestions on how you might be able to implement it"
Good communication
See the difference?
#7
Posted 17 December 2013 - 04:56 PM
VanillaG, on 17 December 2013 - 04:45 PM, said:
Soo I'll check for it in mid Jan some time?
I just cant see anything called a "Weapon module" turning out to be anything but bad.
#8
Posted 17 December 2013 - 04:59 PM
Tekadept, on 17 December 2013 - 04:56 PM, said:
I just cant see anything called a "Weapon module" turning out to be anything but bad.
Normally I would toss around some theory crafting but I'm tired of doing that for PGI. It's stupid that we have to spend this much time and effort just to learn how new features will work. I've never seen another institution run like this except in alpha stages and government cover-ups
#9
Posted 17 December 2013 - 05:11 PM
#11
Posted 17 December 2013 - 05:21 PM
Sandpit, on 17 December 2013 - 04:56 PM, said:
"War horns are in the preliminary stages but we plan on players being able to use them to signal friendly mechs in an emergency situation once per match. We haven't decided exactly how this will work mechanically in the game but some of the ideas we have thus far are setting a red blip on the map that also sends an audio message to the other players in your lance requesting assistance"
players "Hey that's kinda cool. I have a few suggestions on how you might be able to implement it"
Good communication
See the difference?
I'm kinda slow tonight, is that Warhorn example of yours just for demonstration purposes, or did PGI actually say something about them somewhere?
#14
Posted 17 December 2013 - 06:05 PM
FupDup, on 17 December 2013 - 05:21 PM, said:
It's just an example I was using of how they COULD communicate as opposed to how they DO communicate. They've never said anything about warhorns other than they're a "cool new feature"
#15
Posted 17 December 2013 - 06:07 PM
Kanatta Jing, on 17 December 2013 - 06:01 PM, said:
Sandpit, on 17 December 2013 - 06:05 PM, said:
Alright, I was just making sure because the example provided sounded surprisingly well developed for a mere demonstration (although then again, signalling to your teammates doesn't seem to fit the Clanner sense of honor very much).
If I had to guess, it might be either:
A. Fun item that makes sounds when you press a button or get a kill
B. Consumable that has some kind of "frenzy" effect, i.e. like the WAAAAAGH ability from Dawn of War for the Orks (faster movement and/or firing for a few moments)
C. Some kind of weird cockpit item
Edited by FupDup, 17 December 2013 - 06:15 PM.
#16
Posted 17 December 2013 - 06:14 PM
FupDup, on 17 December 2013 - 06:07 PM, said:
LOL I hope you don't think anything in this game will represent the clan sense of honor? that honor exists because it is bred into the pilots from birth. Don't expect anybody but the full tryhard units in this game to obey that honor

#17
Posted 17 December 2013 - 06:15 PM
Community Warfare > Modules Component > Weapon Modules
I wait to see what these are given the mention of Role Specialization.
Community Warfare > Modules Component > Module Revamp
I believe allowing a few more slots on Mechs is good dependent on how it is implemented. I have no idea how separation of modules and consumables will happen.
Community Warfare > Modules Component > Mech Efficiency Revamp
I notice under here it mentions multiple tiers of Heat Containment. Raising the cap on when Shutdown happens is not a good thing, it may seem so in allowing more weapon firings but contradicts reasons why Ghost Heat was added. Oh sure, we will still have Ghost Heat but as the cap on Shutdown goes up, it may encourage more use of weapons Ghost Heat was supposed to tone down. This sounds like ECM again.
Here's ECM.
Instead of fixing it, here's counters for ECM.
Now its:
Here's Heat Containment.
Here's Ghost Heat.
Here's more Heat Containment to counter Ghost Heat somewhat.
Edited by Merchant, 17 December 2013 - 06:16 PM.
#18
Posted 17 December 2013 - 06:16 PM
FupDup, on 17 December 2013 - 06:07 PM, said:
Actually the Tripod horn above from the War of the Worlds is probably what the Warhorn does. Not a call for help but an ominous "you are boned" signal at the start of the match.
#19
Posted 17 December 2013 - 06:16 PM
It's ridiculous of any company to expect a customer to do that. It's even more ridiculous to for a company that has zero integrity in the eyes of many customers to expect that. Many of the purchases made in this game weren't made exclusively for the content of mechs, premium time, and MC. (IE Founders and PP) They were made on good faith of promises and intentions of the company for the overall direction of the game. That has resulted in a huge drop off (judging from the posts on the forums anyhow) in customers willing to buy things much less huge packs for hundreds of dollars.
#20
Posted 17 December 2013 - 06:17 PM
Kanatta Jing, on 17 December 2013 - 06:16 PM, said:
Actually the Tripod horn above from the War of the Worlds is probably what the Warhorn does. Not a call for help but an ominous "you are boned" signal at the start of the match.
The Clanner equivalent of SQUAAAAAAAWK!
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