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New Module System: Will You Master Your 'mechs?

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#21 MonkeyCheese

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Posted 13 July 2014 - 04:52 AM

View PostChemie, on 13 July 2014 - 04:06 AM, said:

no need to master but you still must buy 3 to get one (or more) to elite for speed tweak which is a must gave.


Speed tweak is always my main goal, and I may or may not have converted gxp in the past to instantly unlock speed tweak on certain mechs.......

#22 Ovion

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Posted 13 July 2014 - 05:49 AM

I'll master it regardless, because what's the point otherwise.
You'll earn enough experience to do it eventually anyway.

#23 Chemie

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Posted 13 July 2014 - 07:07 AM

Generally, you earn master XP (or at least full elite) before earning back your CB you paid for the mech. FOr clans I think you will able to master twice to earn them back.

#24 silverstripes

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Posted 13 July 2014 - 07:13 AM

Yes I will master all my mechs.

Why?

Well, I will eventually earn enough EXP on those mechs to master them anyway so why not!

#25 Mawai

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Posted 13 July 2014 - 07:45 AM

The revised module system is clearly a nerf from my perspective ... and as such I am biased towards not liking it.

The base module layout was 2 weapon, 2 consumable and 1 mech.

1) I don't use weapon modules since they are generally useless
2) I don't usually use any consumables due to costs ... I try to maximize income when grinding
3) This leaves generally one "mech" module slot for most mechs (details were lacking in the video) but he did mention one.
4) Mastering a mech could give an additional weapon module slot.

This is a significant nerf for me since I generally use 3 mech modules in all my builds.

If mech modules were overpowering or provided some significant advantage then I would probably be in favour of such a system since it would place a limit on the more "powerful" mech modules. However, this is NOT the case at the moment. Modules provide generally negligible boosts (with the exception of the zoom module which is build specific). I ran several matches yesterday without modules simply because I couldn't be bothered to find the modules on the other mechs where they were equipped.

In fact, the artillery, air strike and UAV modules are arguably the most effective modules ... and they are INCREASING the ability of mechs to fit these modules without sacrificing the use of other modules. Everyone will to spend the cbills will now be able to fit both an artillery and air strike as well as their favorite mech module (and a couple of weapon modules if they desire).

Anyway, the design as planned seems broken since the mech modules just aren't that powerful to require limiting while the consumable modules are more powerful and are receiving reduced limits.

#26 kazlaton

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Posted 13 July 2014 - 10:15 AM

View PostMad Porthos, on 12 July 2014 - 07:28 PM, said:

.. They DO NOT state that all mechs have ONLY ONE mech category slot.


No, but he does say that it is the most common configuration. That means you are more likely to wind up with that on any given mech. He then says their will be some variation, just like now some mechs will have a varied amount of slots. Right now, their are only a handful of mechs (out of the well over one hundred we have) that have 1 or 3 module slots. The phrase "just like now" implies that these other configurations will be as uncommon. Now we can choose to interpret that part differently, but their is no such grey area with the statement "the most common configuration will be..."

View PostMad Porthos, on 12 July 2014 - 07:28 PM, said:

I would point out, we do have mechs already that have only one SLOT. The venerable K2. It was gimped because of QQ, initially having 2 module slots, then down to one. With mastery, we can have 2. Whooo hoooo.


Two module slots is twice as good as one. And more importantly, you have the CHOICE to gain that extra slot. In their future system, it appears you will not.

View PostMad Porthos, on 12 July 2014 - 07:28 PM, said:

"in this case the mastery slot would be a weapon module". I'm perhaps paraphrasing a little bit, however that's the meaning I got of it. Focus on those words... "IN THIS CASE". Maybe his familiarity with english is such that he chose an odd way of saying this, but to me that could well mean that either in some OTHER mechs, that master slot might be an extra slot in another category... or YOU MAY BE ABLE TO CHOOSE what that master slot is going to be used in. WE SIMPLY DO NOT KNOW.


That is possible, but by raising concerns now we might get PGI to clarify what that statement means. And if it is what we fear it is, perhaps their is time to convince them to do something else.

#27 SJ MetalDeath

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Posted 15 July 2014 - 05:46 AM

my OP ..... don't mess with it .... no one wants to use the range Extenders module ... complete waste of pgi Resources ... please don't force us to use them buy changing the System

#28 BillyM

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Posted 15 July 2014 - 09:28 AM

To be entirely honest, I think we needed a revamp and I certainly will be using weapon modules if I have dedicated slots for them.

...but right now, weapon modules are WAY at the bottom of the list of useful modules (seismic, radarDERP, sensors, coolshot)

That said, I do hope they revisit arty/air consumables and how they are deployed. Every time I see magic space-smoke appear, it makes me angry that they couldn't come up with some way to make it more involved. (NARC required and arc-lobbing the consumable canister that bounces a few times when it hits, for example.)

--billyM

#29 Dazzer

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Posted 15 July 2014 - 09:52 AM

the new system is a total nerf. I run mech mods only in all my mechs Radar def , sismic and sensors boost when ever possible. The new system will nerf. my mechs and leave me with a load of mod´s I can not use.

I am no happy with this at all.

#30 TamCoan

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Posted 15 July 2014 - 10:29 AM

I've never used a weapon mod, seems a waste of time/c-bills/slots. I generally use advanced zoom, improved gyros and a random third based on what I'm running. (Sensor range for LRMs, radar derp heavies, shock absorber for mediums/lights, etc...)

Mastering for a weapon mod really has no draw for me. While I'd eventually master it, it really lacks any feeling of worth.

Side note, I also don't use consumables. Being forced to two dedicated module slots for those really leaves a foul taste in my mouth.

This seems like an effort to force people to grind more exp to unlock all of the worthless modules and spend more cbills on them. Unless they have a good reason I have no desire to play that minigame.

#31 Haji1096

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Posted 15 July 2014 - 12:52 PM

The weapon modules are pure crap.

A 20 meter increase in range only helps you .1% of a time, while the increased heat hurts you 100% of the time.

Not sure what PGI was thinking with this system and how its supposed to help game play.

#32 Ph30nix

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Posted 15 July 2014 - 12:54 PM

i honestly stop focusing on a mech once i get the 2x bonus. If i like the mech and play it enough after that to get enough EXP for master ill probably hit it just to say i did but if i dont im not going to kill myself to get the eXP for it and i sure as heck will not spend any MC for GXP conversion to get it either.

#33 SJ MetalDeath

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Posted 16 July 2014 - 04:36 AM

good to see ...im not the only one who feels ... this way .... they Should if there are going to do this make ... the mastering Module .. should be an extra mech mod and not a weapon Mod





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