Crotch RockIt, on 29 July 2014 - 10:44 AM, said:
Btw, this patch officially makes the JR7-K just as pointless as the STK-5N. I don't own either of them, so I don't really care, but it's worth pointing out.
Also of interest: The Hunchback 4SP is now no longer the only asymmetrical Hunchy, as its RT
also got a boost
And last one: Locusts with 3 weapon mod slots, while they can hardly carry more than one weapon type..
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But seriously now, PGI, be more
creative! More original mods- and quirks-stuff, like the mech quirks for Cents and Awesomes, could bring so much diversity!
-First of, make more lore- and role-related mech quirks: Jagers reload dakka faster, Firestarters and Adders get less heat from flamers; Catapults with faster lock-on, or something; Laser-Hunchy gets more heat capacity; Atlas or Direwolves get less shake from being blasted by big guns! Something to make them fit their roles better! The first few (Cents, Awesomes, Hunchy) look promising for things to come..
-Try to be more creative with the weapon modules as well, not just range mods: decrease cooldown/reload; reduce lock-on time/increase lock duration, generate a
bit less heat for certain weapons, or even a
slight decrease in heat from the heat penalty! Think of some cool stuff, that is ACTUALLY useful! Heat is almost always a bigger concern than range, so (almost) ALL modules we have now are a waste of C-Bills*..
-Make more diverse consumables: decoy devices, causing false sensor notifications; Placeable turrets, or mines; stationary ECM pods, or AA pods against Airstrikes? Something that can actually compete with the Arty/Strike-spam..
-Finally, more
diverse module slot spread: Give lights more 'Mech slots, so scouting suits em better; give big, slow assaults less consumables, but more weapon slots (once they are actually useful), give purpose to the different roles!
-And
finally finally, the way of reducing the number of 'Mech modules overall seems a weird choice in the first place.. Seismic Sensor = best, and probly always will be, so basically we will now use LESS diverse modules, the opposite of what was intended..? Dont really have a solution for this, other than just bring the number up a bit.. Nothing wrong with everyone carrying 3 or 4 'Mech modules, right? Just makes building more dedicated role-warfare mechs easier!
*Surely you guys can see this in your PGI-user-statistics, right? That no one is using these things? Is that why you forced everyone to have 2 slots dedicated to these weapons mods..? I hope not..