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Rearm For Modules

Module

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#1 Eleshod

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Posted 26 April 2014 - 10:20 AM

Please PGI for the love of god let me Rearm used modules navigating UI 2.0 is a chore JUST to reequip my UAV after every match, let me have my "reload" button or something I know you have the old code around here somewhere.

#2 Lyoto Machida

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Posted 26 April 2014 - 12:14 PM

It's completely dumb...you'd think they'd want a potential C-bill/MC sink working from the beginning.

#3 Prezimonto

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Posted 26 April 2014 - 12:23 PM

View PostLyoto Machida, on 26 April 2014 - 12:14 PM, said:

It's completely dumb...you'd think they'd want a potential C-bill/MC sink working from the beginning.

Exactly this.

#4 zztophat

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Posted 26 April 2014 - 12:50 PM

View PostLyoto Machida, on 26 April 2014 - 12:14 PM, said:

It's completely dumb...you'd think they'd want a potential C-bill/MC sink working from the beginning.



Actually one of the devs said they didn't like the idea because they think users would see it as a gameplay tax like repair and rearm was.



...ya, it feels dumb just saying that.

#5 Lyoto Machida

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Posted 26 April 2014 - 01:47 PM

View Postzztophat, on 26 April 2014 - 12:50 PM, said:



Actually one of the devs said they didn't like the idea because they think users would see it as a gameplay tax like repair and rearm was.



...ya, it feels dumb just saying that.


Oh, so make us jump through hoops to rearm and save each time, thereby slowing down the number of games we can play to grind money.

If people really wanted to grind money, they'd probably NOT use consumables and just jump into a different mech each game.

Speed up the damn process, PGI!

#6 Malleus011

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Posted 26 April 2014 - 06:34 PM

It's like none of the devs have ever played World of Tanks.

#7 Troutmonkey

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Posted 27 April 2014 - 01:53 AM

View PostMalleus011, on 26 April 2014 - 06:34 PM, said:

It's like none of the devs have ever played World of Tanks.

It's like none of the devs have ever played their own damn game.

#8 Eleshod

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Posted 27 April 2014 - 06:50 PM

View PostTroutmonkey, on 27 April 2014 - 01:53 AM, said:

It's like none of the devs have ever played their own damn game.



I'm actually starting to think this... >.<
Honest to god it's common sense. I use it every game give me a little checkbox that says "Yes I would LOVE to resupply this if it's empty."
There, now people have the option to use and not use this feature and it makes life better all around!

Edited by Eleshod, 27 April 2014 - 06:50 PM.


#9 Stygian Steel

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Posted 27 April 2014 - 06:52 PM

Garth played all the time =(

Edited by Stygian Steel, 27 April 2014 - 06:52 PM.


#10 Eleshod

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Posted 27 April 2014 - 07:23 PM

View PostStygian Steel, on 27 April 2014 - 06:52 PM, said:

Garth played all the time =(


Is that past tense? XD

#11 process

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Posted 27 April 2014 - 07:29 PM

[x] Reload module after use.

Done!

#12 Stygian Steel

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Posted 27 April 2014 - 07:45 PM

View PostEleshod, on 27 April 2014 - 07:23 PM, said:


Is that past tense? XD

yeah, hes um doing other things now, which kinda sucks

#13 Spades Kincaid

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Posted 27 April 2014 - 07:53 PM

View Postprocess, on 27 April 2014 - 07:29 PM, said:

[x] Reload module after use.

Done!


But I am going to blame them for checking that previously empty box!

PGI is taxing me!!

Oh wait....*unchecks*

Nevermind.....

#14 Dracol

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Posted 28 April 2014 - 03:42 AM

Had a chance to try the private matches on the test server. In the pre-match lobby they've added a nice feature where you can choose which mech to run (can't tweak the build) and equip modules as needed.

It was really nice and handy and hopefully will make it to the public queue down the road when they implement it for teams to stay together between matches.

#15 Joseph Mallan

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Posted 28 April 2014 - 04:02 AM

View Postzztophat, on 26 April 2014 - 12:50 PM, said:



Actually one of the devs said they didn't like the idea because they think users would see it as a gameplay tax like repair and rearm was.



...ya, it feels dumb just saying that.

I know... Up keep is a mandatory part of doing battle.





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