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I Think I Might Just Be Done With Modules

Module Loadout

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#1 Felio

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Posted 19 June 2014 - 10:14 AM

They cost too much to buy more than one of each, and it's too much hassle to move them from mech to mech. I think I'd seriously rather just not win as many games.

Long ago I suggested making them unlocks that we could then enable or disable on any mech we own, effectively letting us make copies of the module. I also read someone here saying a developer said something about wishing they were cheap enough to put in every mech.

#2 Phlinger

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Posted 19 June 2014 - 10:19 AM

Unlocks would be the best idea since we don't have an auto-find function or a strip-all mechs option. Would be best to just spend 15k GXP and 10Mil C-Bills to unlock it for any mech I wanted to activate it on.

#3 CeeKay Boques

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Posted 19 June 2014 - 10:21 AM

I feel the same. I go out "Naked" often because I can't be arsed to find which mech has the module in it. I bought 2 or 3 of some... but the 17 clicks it takes to switch them (if I do find it)... rather just just drop, min/max be damned.

#4 Bront

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Posted 19 June 2014 - 10:24 AM

If it's an unlock on any mech, chances are the price would at least double. I don't think I have a huge problem with that though.

I only have more than 1 of the Advanced zoom because it's cheap. CBills are so hard to earn it's been unpleasant to playat times, as I have little to look forward to earning, and I find a new mech gives me more interesting things to do than a new module.

#5 Dolph Hoskins

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Posted 19 June 2014 - 10:25 AM

I just hate the fact it allows you to spend GXP for mech skills. I've accidentally wasted a few thousand GXP buying mech skills that I had enough regular XP for.As it seems to randomly select GXP as the default pay source.

I know it is ultimately my mistake, but the expense is irreversible so it is somewhat agitating.

#6 Jez

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Posted 19 June 2014 - 10:26 AM

wouldn't be so bad if PGI didn't make it such a pain in the ass by making us:
1. Spend 5 mins finding out where our modules are at
2. Spend 1 min unequipping them
3. Spending another full min our 2 equipping them to the new mech

It is a tedious and unnecessarily laborious tasking of moving modules around

#7 TamCoan

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Posted 19 June 2014 - 10:27 AM

I only have a hand-full of modules, I switch them between mechs as I play. I'd love the ability to have "module packs" that move to whichever mech I'm currently in. Just allow me to setup my defaukt modules and always switch them to whatever I'm playing. Or even give me the ability to assign modules to each mech that automatically switches them around as I play a mech. That would remove the need to have multiple modules, which I'm not sure they want to do...

#8 CeeKay Boques

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Posted 19 June 2014 - 10:28 AM

View PostThe Ripper13, on 19 June 2014 - 10:25 AM, said:

I just hate the fact it allows you to spend GXP for mech skills. I've accidentally wasted a few thousand GXP buying mech skills that I had enough regular XP for.As it seems to randomly select GXP as the default pay source.

I know it is ultimately my mistake, but the expense is irreversible so it is somewhat agitating.


I did this on the mastery 21.5k module... I contacted support because... eff that.

#9 Jeb

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Posted 19 June 2014 - 10:29 AM

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...

#10 Fut

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Posted 19 June 2014 - 10:30 AM

I don't think that their actual cost should be reduced, as they're intended to be "End Game" content.

The UI should make it a lot easier to find these things though!
Currently, I have to keep a list of all my Mechs and what their load-out is. It's the easiest way for me to locate what I'm looking for.

The UI feels like a damn scavenger hunt sometimes.

#11 FupDup

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Posted 19 June 2014 - 10:30 AM

Buy one set of modules and juggle them between all of your mechs. It takes a while and is tedious, but it saves teh spacebucks.

#12 Jeb

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Posted 19 June 2014 - 10:31 AM

View PostTechnoviking, on 19 June 2014 - 10:28 AM, said:


I did this on the mastery 21.5k module... I contacted support because... eff that.


lol did the same thing... Somehow wasn't paying attention and didn't notice it was set to use GXP...
I didn't bother with support though as it was only about 10k, but when I realized what I had done I was pretty ticked off...

#13 Davers

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Posted 19 June 2014 - 10:42 AM

I have 2-3 of every module in the game excluding the new ones, the AMS one, and the hill climbing one. I also have 50+ mechs all fitted out with no need to swap engines. I have about 30 medium lasers, multiple spare engines both standard and XL for all the popular increments, etc.

If you play long enough you will have massive stockpiles of a Cbills, equipment, and GXP. My bank account never drops below 30 million Cbills.

This is also the reason I am against R&R. It wouldn't touch me in the least but casual players would be crippled.

#14 wolf74

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Posted 19 June 2014 - 10:44 AM

I have 1 Mech right now that has Modules I don't remove that is my UrbanSpider (AKA the UrbenMech on the Spider 5K).

Modules I move around,
Sensor Range
Target Decay (For my LRM mechs)
the New Narc Pod booster

#15 Nicholas Carlyle

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Posted 19 June 2014 - 10:45 AM

This is why I tend to leave all but 2 or 3 mechs totally stripped. Makes finding modules very easy. And engines, and anything else.

#16 Demoncard

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Posted 19 June 2014 - 10:52 AM

An "equip your favourite modules that you defined earlier, after removing them from wherever they were" button would be nice.

Edited by Demoncard, 19 June 2014 - 10:52 AM.


#17 Malleus011

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Posted 19 June 2014 - 10:53 AM

I have a handful of 'heavy use' mechs set up with modules (that never move), but for most of the rest I can't be bothered. It's not a very good system and hardly worth the investment of time to grind them out, much less search for them. For me it's a most un-used feature.

#18 CeeKay Boques

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Posted 19 June 2014 - 10:54 AM

View PostDavers, on 19 June 2014 - 10:42 AM, said:

I have 2-3 of every module in the game excluding the new ones, the AMS one, and the hill climbing one. I also have 50+ mechs all fitted out with no need to swap engines. I have about 30 medium lasers, multiple spare engines both standard and XL for all the popular increments, etc.

If you play long enough you will have massive stockpiles of a Cbills, equipment, and GXP. My bank account never drops below 30 million Cbills.

This is also the reason I am against R&R. It wouldn't touch me in the least but casual players would be crippled.



You still have 50 mechs and 3 of each module. You still gotta do the shuffle if you want modules in a mech you haven't used.

#19 Budor

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Posted 19 June 2014 - 10:57 AM

I just wish there was a option to automatically re-equip consumables or at least let me buy 100 of each goddamnit.

#20 Davers

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Posted 19 June 2014 - 12:41 PM

View PostTechnoviking, on 19 June 2014 - 10:54 AM, said:



You still have 50 mechs and 3 of each module. You still gotta do the shuffle if you want modules in a mech you haven't used.


Give me time!

It helps that I don't chase after the 2x exp bonus I guess.





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