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I Think I Might Just Be Done With Modules

Module Loadout

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#21 Lyoto Machida

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Posted 19 June 2014 - 12:45 PM

View PostJeb, on 19 June 2014 - 10:29 AM, said:

I read it's like that for a cbill sink... but the current cbill grind even with hero mechs and premium time takes so long it's not worth it to buy more then 1 of the modules IMO as I am still saving up for my variant mechs for skill unlocks...
Add in that every variant pretty much needs DHS upgrades as well, and maybe an XL engine upgrade, and there isn't much room left over to save for modules unless you don't plan on buying any other mechs...

I think currently a lot of people buy 1 of each module they use (or maybe a 2nd in some cases) and 1 of each XL engine size they need, and swap them in and out of mechs... If they lowered the cbill cost on those, they would probably get players spending more cbills overall.

I know I would buy mods /XL engines for each mech I wanted them in just to avoid having to swap them if they were cheaper because I like to switch up the mech I drop in every few games as I like the variety and as soon as you have more then 3-4 mechs it's a nightmare to figure out where the mods/engines are you need...


Keep in mind all this arduous switching required because of UI 2.0 also slows down the rate of cbill gain, as you play less games per hour.

#22 Empyrus

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Posted 19 June 2014 - 12:54 PM

Simple solution that PGI could implement: Make modules pilot-specific: You choose up to 4 modules you use, any match you start will have your current chosen modules. 3rd module is enabled only for mechs with the mastery bonus or inbuilt, extra slot, and the 4 module works like that too.

Example, you choose UAV as your first module, arty strike as second, adv zoom as third and coolant shot as fourth.
Taking a normal, non-mastered mech enables the first two slots in a match, you can use UAV and arty.
If you dropped with a non-mastered Raven 3L, you would also be able to use the advanced zoom function.
And if you would then master the Raven, the fourth module would be enabled for your next match too.

Now, this would mean only one module of a kind is needed but i figure that's not an issue for any one player.

#23 B O O M E R A N G

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Posted 19 June 2014 - 12:55 PM

It is true.. the only reason why we buy more of one module is because the interface is to slow to swap things around.... not very convenient. UI 3.0 in the works please! :)

#24 Sable

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Posted 19 June 2014 - 12:59 PM

Whats with this switching nonsense? I consider it part of mastering a mech, the modules are the icing on the cake. It took me a long time to get modules on my favorite mechs and i don't think they should be easy to come by. Before clans i had gotten to a point where i was only really playing 4 of my 35 mechs on a regular basis. So only those have fully loaded modules. I don't need them on all of my mechs.

Edited by Sable, 19 June 2014 - 01:00 PM.






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