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Dev Vlog #6


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#221 Shogun459

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Posted 13 July 2014 - 08:44 AM

Once again people are missing the point.
When you restrict what you can put in a module slot to what the Devs in their God Like (lol) "wisdom" have decided you need for your mission, you limit the number you can use.

MOST of us Don't Use Consumables because they are of limited use and expensive so those 2 slots are a loss.
Weapons Slots are a joke because FIRST you must use the Weapons the afformentioned Devs made modules for.
If you cant use those weapons on your mech that's 2 more wasted slots.
So, now we are back to the ONE SLOT the Dev give us for the MOST USED TYPE OF MODULES, the mech enhancment mods.

The Devs in the vid look REAL TIRED, maybe if they stayed off the coffee and got some sleep sanity would return.

Edited by Shogun459, 13 July 2014 - 08:45 AM.


#222 Oderint dum Metuant

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Posted 13 July 2014 - 09:45 AM

Perhaps you can resolve the issue with map objects hitboxes being larger than the actual object...that would be significantly more helpful.

#223 Kristov Kerensky

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Posted 13 July 2014 - 09:59 AM

For the most part, like what I heard....except the module bit.

Sorry PGI, that's not a move I, or evidently, most of us like or agree with, not as you seem to be implementing it. I spent some GXP to get some of the weapon modules, tried them out, realized they were a total waste of my GPX, cbills and module slots and haven't used them since nor shall I. If you FORCE weapon module slots on my Mechs, I'll simply have empty module slots on my Mechs.

Map making, that's always a pain and not as easy as people think, I've done it for other games and balance is always a total pain to achieve, especially when you build a map that's not supposed to be balanced for both sides(think the Assault/Defend maps).

I'd suggest you just use the info from the lore to create maps with, there's bound to be some copies of the old FASA maps of various sites around somewhere. Use em, I recall some that included Hesperus II and the Mech factory there, terrain and building schematics were included for that, as well as the same for other hot spots in the IS prior to the Clan Invasion. Seriously, why re-invent the wheel gentleman, FASA created a lot of this stuff decades ago, use it, give us the actual IS locations that we SHOULD be fighting over. Twycross, Luthien, Tukkayid...who doesn't want to see these historical places we first read about and fought in over 20 years ago in PnP and again in some of the BTech/MW video games.

#224 OznerpaG

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Posted 13 July 2014 - 10:17 AM

why is everybody bit-ching about something that you are never obligated to use in the first place like modules? it hasn't even been implemented yet and there's all this screaming about something you don't even understand yet

wait until it's implemented, try it out, THEN bit-ch

#225 Revolv0

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Posted 13 July 2014 - 10:41 AM

View PostKristov Kerensky, on 13 July 2014 - 09:59 AM, said:

For the most part, like what I heard....except the module bit.

Sorry PGI, that's not a move I, or evidently, most of us like or agree with, not as you seem to be implementing it. I spent some GXP to get some of the weapon modules, tried them out, realized they were a total waste of my GPX, cbills and module slots and haven't used them since nor shall I. If you FORCE weapon module slots on my Mechs, I'll simply have empty module slots on my Mechs.

Map making, that's always a pain and not as easy as people think, I've done it for other games and balance is always a total pain to achieve, especially when you build a map that's not supposed to be balanced for both sides(think the Assault/Defend maps).

I'd suggest you just use the info from the lore to create maps with, there's bound to be some copies of the old FASA maps of various sites around somewhere. Use em, I recall some that included Hesperus II and the Mech factory there, terrain and building schematics were included for that, as well as the same for other hot spots in the IS prior to the Clan Invasion. Seriously, why re-invent the wheel gentleman, FASA created a lot of this stuff decades ago, use it, give us the actual IS locations that we SHOULD be fighting over. Twycross, Luthien, Tukkayid...who doesn't want to see these historical places we first read about and fought in over 20 years ago in PnP and again in some of the BTech/MW video games.


A Tukkayid map the size of alpine, structured around defense city spawn vs offensive outskirt spawn would be great. Break up 4 little cities where a single lance defensive lance would spawn at, and spawn a single offensive lance at the ourskirts.

#226 Name140704

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Posted 13 July 2014 - 10:47 AM

View PostJagdFlanker, on 13 July 2014 - 10:17 AM, said:

why is everybody bit-ching about something that you are never obligated to use in the first place like modules? it hasn't even been implemented yet and there's all this screaming about something you don't even understand yet

wait until it's implemented, try it out, THEN bit-ch



We are bit-ching because we spent mil-lions on Atlases & the like and spent countless hours level-ing them to get extra mod-ules that the Devs are indicat-ing we won't be able to allocate the way they are most useful to us.

Thought we had explained that quite clearly in the earlier posts you are debating now.

Edited by Psycho Farmer, 13 July 2014 - 10:47 AM.


#227 BLOOD WOLF

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Posted 13 July 2014 - 10:56 AM

It really can't be that big of a deal. Matches shouldn't be dictated by arty and air strikes. Or should they?

Edited by BLOOD WOLF, 13 July 2014 - 10:56 AM.


#228 PictishWolf

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Posted 13 July 2014 - 11:01 AM

I'm imagining escort missions like for the train in Canyon out to that city you can see in the distance. Also, I would love it if there were big, dangerous creatures that you'd have to keep an eye out for in the caves, etc. Fighting mechs is fun but that would make it MORE fun, IMHO. Just some ideas.

#229 Unleashed3k

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Posted 13 July 2014 - 11:10 AM

View PostShogun459, on 13 July 2014 - 08:44 AM, said:

Once again people are missing the point.
When you restrict what you can put in a module slot to what the Devs in their God Like (lol) "wisdom" have decided you need for your mission, you limit the number you can use.

MOST of us Don't Use Consumables because they are of limited use and expensive so those 2 slots are a loss.
Weapons Slots are a joke because FIRST you must use the Weapons the afformentioned Devs made modules for.
If you cant use those weapons on your mech that's 2 more wasted slots.
So, now we are back to the ONE SLOT the Dev give us for the MOST USED TYPE OF MODULES, the mech enhancment mods.

The Devs in the vid look REAL TIRED, maybe if they stayed off the coffee and got some sleep sanity would return.


+1

I counted some modules:

6 Adv. Seismic = 36Mio cbills
5 Radar Depr = 30Mio
13 Adv. Zoom = 26Mio
4 Target Info = 16Mio
3 Target Decay= 18Mio

+some other Modules that i own 1-2x....

Now i can only use 1 or (max 2) of these Modules on my common Mechs? **** it, thats just bullshit, 1 air/arty would be enough, weapon modules are the worst invention in this whole game, for the most interesting weapons DO NOT get any modules currently, no gauss adv range, no erppc adv range, so whats the point of mounting other ****? 2-3 Mechslots, 1-2 Consumables, 1 Weaponmod-slot, this would definetly make more sense then anything else. Or wtb a AC module that stops Clan-AC burstmodes, UAC20 with Module, 20dmg in 1 shell, THIS would be interesting, but not the great ideas u have about it right now.

Dont get me wrong, anything else looks promising, very promising, Industrial Map looks great, auto consumables refill... FINALLY! JJ heat etc, just great,CLRM under 180m, just great.... BUT... the modulesystem should be rethought. U cant cut players that play with 3Mechmodules only, thats simply unfair!

IF PGI REALLY want to add the slots in this way, RESET ALL owned modules! Give everyone back their whole cbills and gxp that they spent on these modules and let them decide again, that would be the only way close to "fair".

Edited by Battlestar3k, 13 July 2014 - 11:12 AM.


#230 Ren Kurogane

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Posted 13 July 2014 - 11:21 AM

View PostJagdFlanker, on 13 July 2014 - 10:17 AM, said:

why is everybody bit-ching about something that you are never obligated to use in the first place like modules? it hasn't even been implemented yet and there's all this screaming about something you don't even understand yet

wait until it's implemented, try it out, THEN bit-ch


i personally say it's because:

1. i use modules on my mechs (not the weapon modules)
2. the reason i grind my mechs up to master skill is the extra module slot (not for another weapon module slot)
3. i think that the weapon modules are nearly useless and lack of variation (all of them only increase range and heat)...and i learned it the hard way, wasting 6M C-Bills for 2 weapon modules

why should we (most of us?) "bit-ching" so early here? well, PGI explained their idea here, doesn't that mean the devs want our feedbacks?...some of us might seem rude, but hey, it's the content that counts (except if only the text full of insults, then it's better to stay silent)

which one do you prefer, a community that actively "bit-ching" when they feel the devs are heading into dangerzone or a community that don't say anything until some changes made into the game?....oh, and please change the "bit-ching" parts into "giving feedback" ;)


i'd be more happy if it's like what he wrote (hope you don't mind if i re-quote your post :)) :

View PostAsmudius Heng, on 12 July 2014 - 02:49 AM, said:

The module change was PGIs chance to start redefining role warfare in this game where that pillar has yet to really have any meaning at all.

Instead we get a chance deliberatly designed to make people spend more XP and cbills on the worthless weapons modules.

This is HORRIBLY dissapointing PGI.

By making this a generic, dull, uninspired time sink you have crapped on any chances of making a set of role warfare enhancers.

You already had roles for modules, sensor types, support types etc weapons as well ... instead of using ROLES to define modules you are basically forcing people to spend for the weapons thats it.

Here this is how you redesign modules.

Have weapons slots
Have mech slots
Have support slots
Have sensor slots

Now every module is tagged with one of those catagories including consumables. example:

Coolshot -> weapons
UAV -> Sensor
Artillery -> support

Now you have 4 basic roles in modules.
-Ones that enhance your mech performance (hill climb, fall damage etc)
-Ones that enhance your sensors (Seismic, target retention etc)
-Ones that provide support to your team(capture accel, this one might need more modules released for it)
-And of course weapons based modules

Now apply these VERY differently depending on the mech. Lets take a look at a few.

1. Raven: Your sensor mech, this one might have three Sensor modules, one support module, and one mech module - thats right NO WEAPONS module they do not ALL have to have every type.

2. Jenner: A light with a different role might have: two weapons modules, one sensor module, 2 mech modules - This mech can modify its performance and its weapons being the striker mech but it cannot do artillery

3. Catapult: 2 sensor modules, 2 support modules, 1 weapons module - This mech might not be able to modify its performance much but it can boost its LRMs, get decent sensor help, and can add artillery and more being a support mech

4. Victor, lets take a look at a meta mech - 2 mech modules, 1 sensor module, 2 weapons modules - Inhibits it bringing arty but it has good weapons and can enhance the machine itself with some sensor backup

5. DDC Atlas A command mech - 2 sensor modules, 2 support modules, 1 mech module - All about sensors, supporting and something to help boost the machine itself but stops it being a weapons enhancer.

Now weapons modules need to be worth a damn for this to really work and these are just rough ideas but I really hope PGI can see that this would help balance, this would help role warfare, this would get them to sell more weapons modules because they are there and people WILL fill them.

What you propose PGI is horrific and a waste of time and an obvious cbill/xp sink.


whoops...forgot to mention....when will you give us general chat feature? :P

Edited by Discarius, 13 July 2014 - 11:25 AM.


#231 GreyGriffin

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Posted 13 July 2014 - 12:12 PM

I am very upset that "consumable" is its own module slot. They should fill a slot that reflects their role - UAV should be in a Sensor slot, for instance, while Air Strike/Artillery could go into a "Command" slot only available on command or recon 'mechs, like the Raven or Atlas, and Coolshot should be a Weapon or 'Mech module.

Having a slot that has a huge game impact you can only fill if you spend currency is pretty much the definiton of Pay to Win. I know it's a phrase that's bandied about here a lot but this is it in truth.

#232 Unleashed3k

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Posted 13 July 2014 - 12:20 PM

View PostGreyGriffin, on 13 July 2014 - 12:12 PM, said:

I am very upset that "consumable" is its own module slot. They should fill a slot that reflects their role - UAV should be in a Sensor slot, for instance, while Air Strike/Artillery could go into a "Command" slot only available on command or recon 'mechs, like the Raven or Atlas, and Coolshot should be a Weapon or 'Mech module.

Having a slot that has a huge game impact you can only fill if you spend currency is pretty much the definiton of Pay to Win. I know it's a phrase that's bandied about here a lot but this is it in truth.



But you are damn right, and air/arty should be something that is very restricted, cause u dont need ANY skill to place a strike on someone, so the whole game is a joke if every player runs with 2 strikes in future, that doesnt reflect a competitve enviroment.

#233 Shino Tenshi

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Posted 13 July 2014 - 01:24 PM

View PostBartholomew bartholomew, on 11 July 2014 - 08:39 PM, said:

Kinda wish you would make the master slot an any slot. Most weapons modules are no good..


Yeah, tell me about it. It may change once they get the level 5 weapon modules out, but the level 1 and level 2 modules just don't make enough of a difference for them to be worth it at all. While I understand it may be more difficult from a code perspective to make an "any" slot, I feel if you're going to put all the effort into mastering your mech, it should at least be a consumable or mech slot.

I also wonder about the viability of giving players an option, perhaps by having one slot each that costs 21500xp each (or some other value) to get. If there's ever an extra bonus added to Mastering like there is for Elite (the 2x basic bonus), then it could be set up so you only had to purchase one of the master grade slots to get the bonus.

#234 Ovion

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Posted 13 July 2014 - 01:38 PM

The currently not useless modules are:
AMS Overload
AMS Range
Enhanced Narc
Machine Gun Range
- Due to no drawback.

Streak SRM2 Range
- Marginally decreases cooldown time, rather than increase heat.

The only truly useless Weapon mod is the Flamer Mod.
+1M range, for the cost of even more base heat gen. :/

#235 Mellonbuster

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Posted 13 July 2014 - 01:53 PM

I guess some sort of Poll needs to be started to tell PGI to keep their CRAPPY weapons modules! We DO NOT want them!

Edited by Mellonbuster, 13 July 2014 - 01:53 PM.


#236 Shino Tenshi

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Posted 13 July 2014 - 02:42 PM

View PostRoland Skinner, on 11 July 2014 - 09:29 PM, said:

About new maps - finishing off the ones you had planned sounds good. But after that, is there any way you can start rolling out variants of each map with different geometry ? I don't care If the same buildings, objects, textures, effects, overall lighting, sky etc are the same - but having 5 different Forest Colonies, 5 different caustic valleys, etc would add soooooo much to CW. I don't know if that is technically feasible. If you crowd sourced it I bet you'd get a ton. I don't have those skills but I'd drop my butt off testing them if it helped.


I think this type of idea is essential to CW as it's been described.

#237 Deathlike

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Posted 13 July 2014 - 02:52 PM

View PostOvion, on 13 July 2014 - 01:38 PM, said:

The currently not useless modules are:
AMS Overload
AMS Range
Enhanced Narc
Machine Gun Range
- Due to no drawback.

Streak SRM2 Range
- Marginally decreases cooldown time, rather than increase heat.

The only truly useless Weapon mod is the Flamer Mod.
+1M range, for the cost of even more base heat gen. :/


Technically, all the AC range modules (maybe with the exception of the AC2 and LBX) fit into that category.

Heat is negligible when you are running ballistics, so gaining range is a good freebie.

#238 SVK Puskin

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Posted 13 July 2014 - 02:58 PM

This new module system is a bad joke!!! You force us to use all kinds of modules!!! For example some Mechs do not need some kind of modules and current weapon modules sucks a lot, that is why i do not use them!!! If you want to keep this new system viable without dissapointing lot of players than change the weapon modules: more and i mean really more additional range without additional heat. Another bad decision guys!!!

#239 SVK Puskin

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Posted 13 July 2014 - 03:01 PM

View PostMellonbuster, on 13 July 2014 - 01:53 PM, said:

I guess some sort of Poll needs to be started to tell PGI to keep their CRAPPY weapons modules! We DO NOT want them!


Good idea , i am going to make 1 and probably they should do a poll everytime before they change something.

#240 Asmudius Heng

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Posted 13 July 2014 - 03:09 PM

View PostDeathlike, on 13 July 2014 - 02:52 PM, said:


Technically, all the AC range modules (maybe with the exception of the AC2 and LBX) fit into that category.

Heat is negligible when you are running ballistics, so gaining range is a good freebie.


Weapons modules are not a bad idea but the current ones where range is traded for heat kinda sucks. We have ER weapons for that already so we have similar choices. Also, the small effect the boost in range gives is only good some of the time, much of the time you might be within effective range anyway so cop that heat for no benefit.

If weapons modules that buff damage come out that will be a different story perhaps...

Weapons modules are not a bad idea as an entry level module system because the GXP cost is low to start but the cbill cost is still rediculous ...





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