Changes To The Module Slot System
#281
Posted 30 July 2014 - 08:32 AM
#282
Posted 30 July 2014 - 08:50 AM
SgtMagor, on 30 July 2014 - 02:12 AM, said:
So what.
Now Light mechs get more so they can at least help out a bit.
You either want or don't want role warfare, but majority of people do and that's where game is headed.
I can't believe how many people rely on modules, it's astonishing. I usually only bother tossing anything on if I'm grinding out a mech that can have a few LRMs.
Edited by shad0w4life, 30 July 2014 - 08:51 AM.
#283
Posted 30 July 2014 - 08:59 AM
shad0w4life, on 30 July 2014 - 08:50 AM, said:
So what.
Now Light mechs get more so they can at least help out a bit.
You either want or don't want role warfare, but majority of people do and that's where game is headed.
I can't believe how many people rely on modules, it's astonishing. I usually only bother tossing anything on if I'm grinding out a mech that can have a few LRMs.
I don't actually care how many modules I can put on this or that mech. I would have been perfectly happy with the change if I didn't now have modules sitting in my inventory that I have quite literally no use for whatsoever. On the plus side, I'll be using consumables for the first time and they'll be completely paid in full for the foreseeable future thanks to the sale of said modules. If my math is correct I'll have enough to fund 750 matches of full consumable use.
#284
Posted 30 July 2014 - 09:31 AM
I used to have Target info gatering + Advanced zoom + Advanced seismic sensor on my Direwolf
Now I can use only two, however I dont care about any "consumable" slots.
Edited by DrSlamastika, 30 July 2014 - 09:31 AM.
#285
Posted 30 July 2014 - 10:27 AM
Fortunately for PGI, it does; this means that if you buy a crappy weapon module now, and they release new ranks for it later you wont have to buy new versions of said module. However given that they will probably release different types other than range, some people will hold off anyways and ignore their weapon slots like red headed step children. (Im looking at you zak.)
#286
Posted 30 July 2014 - 04:09 PM
#287
Posted 30 July 2014 - 04:36 PM
#288
Posted 30 July 2014 - 04:38 PM
#289
Posted 31 July 2014 - 07:30 AM
Maybe now you find someone out there who is willing to buy a Weapon Module ?
My favourite is the "Inner Sphere Small Laser Module Level 2 " which buffs the range from 100m to 104m.
I never spend 3.000.000 Cbills so usefully...
#290
Posted 31 July 2014 - 07:43 AM
UiA, on 29 July 2014 - 08:39 PM, said:
This the part that defies logic. Didn't someone at the staff meeting bring up the truckload of bad things that would happen in the game if they went ahead and did it?
#292
Posted 01 August 2014 - 03:40 AM
#293
Posted 01 August 2014 - 03:55 AM
[redacted]
Took me about 10 seconds of playing around to "solve" without reading the patch notes. How difficult can it be...
Edited by Marvyn Dodgers, 01 August 2014 - 03:19 PM.
#294
Posted 01 August 2014 - 07:20 AM
I was going to by two more Clan mech sets next payday, but that is not happening now. In the spirit of Capitalism I'm expressing my appreciation of the loss of mech module slots by not spending another single $ on this game until they are restored.
#296
Posted 01 August 2014 - 07:58 AM
Opus, on 01 August 2014 - 07:30 AM, said:
No **** on that one. [redacted] PGI. Modules automatically strip so we don't even know what they were and furthermore we don't get cbill credit for what was on the mech before it was stripped. Way to break the game more guys!
Edited by Marvyn Dodgers, 01 August 2014 - 03:20 PM.
Language
#297
Posted 01 August 2014 - 08:12 AM
scgt1, on 01 August 2014 - 07:58 AM, said:
uhm....
you mean tot ell me you don't know what your loadouts were for your favorite mechs?
As far as the module system.
Tried it out last night finally. Good stuff in my opinion. I like the diversity to modules now. Take it from a Stalker pilot, having more modules is nice. (weapon modules are still useless in my eyes and don't use them though). I dont' see what all the fuss is about. I went through last night and set up the modules on all my "normal" rides in every weight class. It was a little cumbersome PGI, get a better drag and drop system for the UI ASAP.
With that said, I know it does change a few minor things (yes minor, because if your ability to win a match rest solely on something like radar dep, adv sensors, or any other module, I got news for you, it isn't the module) on loadouts but nothing game breaking. I WOULD suggest that PGI refund all the modules though. There are a LOT of people that would set up their mechs differently under this system. It's not just a matter of "I lost this module", it's more of "Well I would have bought this module and/or that module instead of 5 of these modules". PGI needs to do a reset on the modules, other than that, good job on them so far.
Now get pilot quirks and skills, let players build ana ctual character, step the modules up to start integrating role warfare with mech and chassis specific modules.
Edited by Marvyn Dodgers, 01 August 2014 - 03:20 PM.
Language in quote
#298
Posted 01 August 2014 - 08:15 AM
Sandpit, on 01 August 2014 - 08:12 AM, said:
you mean tot ell me you don't know what your loadouts were for your favorite mechs?
As far as the module system.
Tried it out last night finally. Good stuff in my opinion. I like the diversity to modules now. Take it from a Stalker pilot, having more modules is nice. (weapon modules are still useless in my eyes and don't use them though). I dont' see what all the fuss is about. I went through last night and set up the modules on all my "normal" rides in every weight class. It was a little cumbersome PGI, get a better drag and drop system for the UI ASAP.
With that said, I know it does change a few minor things (yes minor, because if your ability to win a match rest solely on something like radar dep, adv sensors, or any other module, I got news for you, it isn't the module) on loadouts but nothing game breaking. I WOULD suggest that PGI refund all the modules though. There are a LOT of people that would set up their mechs differently under this system. It's not just a matter of "I lost this module", it's more of "Well I would have bought this module and/or that module instead of 5 of these modules". PGI needs to do a reset on the modules, other than that, good job on them so far.
Now get pilot quirks and skills, let players build ana ctual character, step the modules up to start integrating role warfare with mech and chassis specific modules.
Considering my game rig has been down for the better part of a month going through hardware changes and cooling upgrades and the fact I've been fighting off bronchitis for a week. Yea not so up on what each of my 60+ mechs have equiped at any given moment.
#299
Posted 01 August 2014 - 09:09 AM
scgt1, on 01 August 2014 - 07:58 AM, said:
That reminds me that since we are not getting a good way to find quickly where a module/engine is, there should be a tool to strip all mech's modules and engines with a single click. I would use that often.
Edited by Marvyn Dodgers, 01 August 2014 - 03:21 PM.
Language in quote
#300
Posted 01 August 2014 - 09:23 AM
scgt1, on 01 August 2014 - 07:58 AM, said:
RTFM.
You still have those modules; you didn't lose anything.
sabujo, on 01 August 2014 - 09:09 AM, said:
You mean, like the Strip Mech button, that can remove modules and such?
Edited by Marvyn Dodgers, 01 August 2014 - 03:21 PM.
Language in quote
9 user(s) are reading this topic
0 members, 9 guests, 0 anonymous users