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Changes To The Module Slot System


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#261 Marvyn Dodgers

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Posted 29 July 2014 - 03:41 PM

Please keep it constructive folks.

#262 Bmetranger

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Posted 29 July 2014 - 03:46 PM

Great I never used the crappy weapon module or the consumables (at Least the consumables add value) Now to have most of my Mods I used Made invalid because of low Mech Mods. PGI You keep kicking yourselves in the balls.

#263 Gorgo7

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Posted 29 July 2014 - 04:48 PM

I like the new module system.

I've been wanting to run with 4 or 5 modules for some time now.

The two mech modules are fine, I also have a cool shot and an Arty!

I'm a fan of AMS range extension and SRM range extension.

Thanks PGI!

#264 Novakaine

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Posted 29 July 2014 - 04:58 PM

Why the hell no LRM love?
75% of the time I pilot Missle boats.
Hate em or love em it's part of the game.
Come on pgi give us rocketeers some lovin too.

#265 J0anna

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Posted 29 July 2014 - 05:15 PM

First off the removal of coordinates from f9 was completely unnecessary and serves no useful purpose. Some of us used them often.

As far as the module changes go - I think most people would be much happier if weapon modules were actually useful.

1) There is no logical reason for them to have a penalty - no other modules have penalties.
2) For the miniscule range increase it simply isn't worth it, unless you're running a very specialized build.
3) Weapon modules need to have useful bonuses: i.e. either damage increases (alpha) or rate of fire (DPS) increases. If the bonuses were substantial, then penalties might be ok (i.e. level 5 is a 20% increase) BTW to make it interesting, Star League Descendent mechs should get damage increases, while Freebirth mechs get DPS (both the opposite of their natural weapons - each side compensating).

Otherwise this is a useless change that adds nothing to gameplay and only detracts from it. You really should not have wasted the time on this as it stands now, time that could have been spent on other projects (like Community Warfare).

#266 BLOOD WOLF

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Posted 29 July 2014 - 06:28 PM

View PostMoenrg, on 29 July 2014 - 05:15 PM, said:

First off the removal of coordinates from f9 was completely unnecessary and serves no useful purpose. Some of us used them often.

As far as the module changes go - I think most people would be much happier if weapon modules were actually useful.

1) There is no logical reason for them to have a penalty - no other modules have penalties.
2) For the miniscule range increase it simply isn't worth it, unless you're running a very specialized build.
3) Weapon modules need to have useful bonuses: i.e. either damage increases (alpha) or rate of fire (DPS) increases. If the bonuses were substantial, then penalties might be ok (i.e. level 5 is a 20% increase) BTW to make it interesting, Star League Descendent mechs should get damage increases, while Freebirth mechs get DPS (both the opposite of their natural weapons - each side compensating).

Otherwise this is a useless change that adds nothing to gameplay and only detracts from it. You really should not have wasted the time on this as it stands now, time that could have been spent on other projects (like Community Warfare).

damage increases? I cant believe you harped on them for useless changes but turned around and said that.

Edited by BLOOD WOLF, 29 July 2014 - 06:29 PM.


#267 Xeno Phalcon

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Posted 29 July 2014 - 06:50 PM

Well I finally got tired of arty/airstriking everything every match and went back to no consumables/no weapon modules. I did enjoy the new key bindings for Consumable 1 and Consumable 2, I was able to tilt my mouse wheel one way, arty then a little while later tilt it the other way and airstrike (my mouse has a bazillion buttons like that)

I strongly recommend making Airstrike and Artillery strike exclusive to one another, much like Coolshot 6 and Coolshot 9 cant be taken together.

#268 Accused

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Posted 29 July 2014 - 06:55 PM

Weapon modules and their slots are both useless and take up space. Bad Game Design.

I understand you want to make modules part of role warfare, yet you have failed to do so. I strongly suggest fixing something, before just - doing whatever it is you do.

#269 Grayblue

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Posted 29 July 2014 - 07:05 PM

After taking away one module slot I can fill with something useful, now I get 4 module slots for modules that are neither useful nor encourages me to play a role.

#270 Zolaz

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Posted 29 July 2014 - 07:10 PM

Taking away slots and giving back garbage doesnt make people happy, PGI.

#271 Doctor Proctor

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Posted 29 July 2014 - 07:22 PM

Why even waste development resources creating the hybrid slot when NO ONE USES WEAPONS MODULES TO BEGIN WITH?

#272 Mad Pig

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Posted 29 July 2014 - 07:26 PM

I like the new module system. I use consumables. I use weapon modules. The change gives me more slop to play with. People may not be happy, but this Pig is.

#273 Artur Valour

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Posted 29 July 2014 - 07:32 PM

PGI - I want my C-Bils back... I have 46M worth of unused Modules (purchase price) and I want that refunded. I understand the need/desire to make changes to the module system... it is even useful... but now I have 46M worth of unused modules because I can't outfit the mechs the way I used to. Give me the C-Bills back so I can spend it on modules that work with the new system.

#274 Artur Valour

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Posted 29 July 2014 - 07:50 PM

View Postdamonwolf, on 29 July 2014 - 11:47 AM, said:

I just bought 2 Seismic modules for 2 Mechs this weekend that I cannot use in concert with the other 2 modules I already have (Advanced Zoom and Radar Dep), so I am going to demand a refund of those 2 modules as i won't use them on any other Mech.

I'm sure I'm not the only one who was just screwed out of millions of CBills. And NOW I'm goiong to have to shell out millions more a for weapon modules on top of that? If you guys actually gave a **** about your customers, you would do a complete reset of the module system and refund all modules for every account. Therefore people can start fresh and choose what modules they want with your crappy changes that punish players.

Let me write that again...RESET THE MODULE SYSTEM.


46 million CBills worth of unusable modules here. AND, I just spent 10 million on Weapon Modules. I want my 46 Million Back.

Edited by Artur Valour, 30 July 2014 - 08:49 AM.


#275 AC

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Posted 29 July 2014 - 08:35 PM

I feel like I should explain why weapons modules are worthless, because I don't think PGI understands why.

1) You made an environment where bigger engines are all bonus and no negative. They have better cooling, give the mech better turn ratio (which makes no sense BTW), they are faster and harder to hit, etc. So most mechs are going as fast as possible. This is important for #2

2)You simultaneously made an environment where mechs struggle with heat CONSTANTLY. I have not seen a highly successful single heatsink mech yet... and yes.... I have tried my hardest to make them work. This is important for #3

3) Your weapons modules increase range slightly for increased heat. We have mechs that can cross 5meters in a fraction of a second, yet struggle with heat, and you want us to make our weapons fire 5m further and be hotter? Are you playing the same game as the rest of us? On top of that they cost an insane amount of Cbills. Any sane player will pass.... (and they have, as far as I can tell)


A better solution would have been longer range for ballistics for a decrease in firing rate, or an increase in firing rate for a decrease in range. For lasers, a decrease in firing duration for a decrease in range, or an increase in firing duration for an increase in range would have been neat. LET US CHOOSE! Telling us we NEED to take your flavor of weapons module is really really stupid. Most games with modules like this allow players to pick modules that suit their play style. If you get creative, I am sure you can come up with 3 or 4 flavors of weapons modules for every weapon type. And no... it should not only affect small lasers (for example) it should affect ALL LASERS, but there should be multiple flavors of laser module, ballistic module, LRM module, and SRM module. That way we can design mechs the way we enjoy, and the modules will actually represent what they are suppose to... pilot skill quirks.

#276 UiA

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Posted 29 July 2014 - 08:39 PM

Despite the overwhelmingly negative responses they received when they first announced the module slot change, they went ahead and did it anyway...

Very good points made already. Weapon mods are for the most part junk, ams might be the exception, and seems like the clans have some extra goodies to play with. Glad I'm not a heavy lrm user as they've just gotten the shaft with all the improved ams stuff that ppl will be packing since its heat neutral and oh yes helpful support mods like 360 targeting from spotters, guess I've got to leave it in the garage now since I can only pack 2 mech mods on my cicada 3m and not getting rid of target info or seismic for it. I guess potentially the extra uavs could balance it out but most will just carry strikes anyway.

Overall just a bad change imo. If they want to roll out a mod system revamp, I dunno, maybe introduce some new mods, a change to weapon mods instead of high heat for tiny range, some significant changes for role warfare? Generate a little excitement maybe>? How about not randomly making ppl that have been using solely mech mods succesfully for a long time change their loadout for no good reason. But but more consumables! Yeah PGI thanks for the cbill sink and increasing the prevalance of more random arty spam in a mech combat game.... just disappointing imo. Don't even want to consider the amount of arty/airstrike spam ppl will be using to get dmg numbers in the next "tournament" if the formula stays the same..

Guess I'll have to just adapt, improvise and overcome, but try not to screw the pooch so hard next time, you guys were doing really good lately

tldr; I sum up my initial reaction to mod change with smileys :

:ph34r: :huh: :o :huh: :ph34r: :wacko: <_< :ph34r:

#277 Wintersdark

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Posted 29 July 2014 - 08:40 PM

View PostAC, on 29 July 2014 - 08:35 PM, said:

I feel like I should explain why weapons modules are worthless, because I don't think PGI understands why.


lol

Since their introduction, pretty much everyone has posted this. Again, and again, and again. Weapon modules as there are now are almost entirely noob traps, that suck inexperienced and unknowing newer players into dumping millions of cbills and thousands of GXP on modules that actually make their mech worse. With the exception of the AMS modules, and (laughably) a couple specific modules, they're just bad. Not "Not as good as this other thing" bad, but bad as in "You're literally less likely to win when you use these modules" bad.

#278 SgtMagor

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Posted 30 July 2014 - 02:12 AM

I don't understand the OP, my D-DC had 4 mech modules now it has 2. any way you look at it I lost 2 modules!

#279 Guykitty

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Posted 30 July 2014 - 03:04 AM

Why 3L's module is only one?

#280 Gorgo7

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Posted 30 July 2014 - 04:27 AM

Why no weapons modules for the PPC's and LRM's?
Every time I turn around there is another counter to LRMs.
Where are the weapons modules?





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