Bare in mind this is for constructive criticism only. I am not trying to attack anything PGI is doing. I am merely pointing out an alternative way of doing something.
I for one think the module system being implemented is a step in the wrong direction. I would like to see a drastic decrease in the use of strikes. For this reason I would like to see a system that tries to create this environment without limiting the number of mech enhancements a mech can carry. The advanced zoom, target decay, target acquisition modules aren't necessarily game breaking modules. I feel the best way to balance modules would be to keep the current module limit and enforce a strict 1 consumable per mech rule. The rest of the modules would operate as normal. If you unlock the extra master module slot you would still only be able to carry one consumable. You would also be able to run 3 mech enhancement modules if you chose not to use a consumable.
The second part to all this is the weapon modifiers. As they stand they don't do enough to alter game play to warrant their use over any modules. If these weapon modifiers each had their own slot and possibly tie that to the number of module slots a mech has. For instance a mech could start off with 2 slots and unlock a third with the master slot.
Module Suggestion
Started by DeathlyEyes, Jul 15 2014 01:27 AM
1 reply to this topic
#1
Posted 15 July 2014 - 01:27 AM
#2
Posted 15 July 2014 - 01:38 AM
Agreed though, for the most part.
Only part where my opinion differs is I wouldn't mind if lights could carry a pair of consumables. I also wouldn't mind if some of the better assaults and heavies couldn't carry any consumables.
As far as the weapon modules go, I doubt I'll take them even if I'm not able to put anything else in the slot. Make them do something significant, reduce the price-tag, or just remove them from the game.
Only part where my opinion differs is I wouldn't mind if lights could carry a pair of consumables. I also wouldn't mind if some of the better assaults and heavies couldn't carry any consumables.
As far as the weapon modules go, I doubt I'll take them even if I'm not able to put anything else in the slot. Make them do something significant, reduce the price-tag, or just remove them from the game.
Edited by John80sk, 15 July 2014 - 01:39 AM.
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