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Module Slot System Feedback - 1.3.307


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#141 DaZur

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Posted 29 July 2014 - 09:27 PM

Sorry PGI... One step forward and two steps back. Better known as the PGI cha-cha...

Like others eluded to, sneaking into out mech bays in the middle of the afternoon and ripping out one of our module slots in the name of module balancing is a pretty harsh.

I feel doubly screwed over as I was in a good place finally with a medium mech (Nova) and was doing very well... Now I'm forced to choose between zoom and deprivation and sans either or, leaves me mildly toothless.

Yes, I know the answer is, "master the mech and get your second slot"... Great in theory, except I will not be seeing the Nova for c-bills until the end of August, thus I'm screwed until then. (And no... I'm not going to drop dosh on an invasion package).

No way around it... This was a pretty unpopular change with nominal upside to it. :huh:

#142 FDJustin

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Posted 29 July 2014 - 09:32 PM

I like the idea behind it. I like how the ECM equipped mechs lose a slot to make up for it.

I'd probably be pissed if I had 4 mech modules before and was shunted down to 2 / 3, but I'm not convinced this is a bad thing, or a good thing. It means people will have to take trade-offs, instead of all running the most powerful mods with little lost opportunity. And you know what? The reduction in power makes it a little more fair for new players.

Now, as a new player, I have enough xp and can earn enough money to get a weapon mod. YAY! Except... With an exception of the AMS mods, they are all ****. Absolutely. Without exception.
Did you notice how no one cried about the clan engineers finally reverse-engineering IS weapon mods, and producing superior ones? (They have more range, at lower heat.) That's because it takes no time to realize it's still a raw deal.
Although I guess if the targeting computer's range bonus is calculated after mods, some people might think it's worth it.

Anyway. As others say, the range is too small and the trade-off of heat is not worth it. In my little firestarters, survivability and potential damage skyrocketed after dual heatsinks. I wouldn't sacrifice that for 5 meters more range, and 10 meters of tickle damage.

But if you come up with good weapon mods, and quickly, I think everyone will suddenly be quite pleased with the changes.

More consumables are easy to come up with. Smoke, chaff, EMP burst, flares, fireworks, decoys that show up on enemy radar, mines.
All of those things would give people something to QQ about that would please me greatly. "A raven ran into our group and used an EMP, and now all targeting reticules and radars are gone for 2 seconds! PGI NURF!" "useless timberwaffle brought fireworks instead of airstrikes. why dat even in gaem?!" "My entire team shot 400 lurms at FDJustin because he's the only guy without radar derp. He used Chaff and only lost his left arm! WTF LRMS R USELESS NOW!"

#143 L3GR0DANCER

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Posted 29 July 2014 - 09:46 PM

View PostFDJustin, on 29 July 2014 - 09:32 PM, said:

I like how the ECM equipped mechs lose a slot to make up for it.


I like how you think there are other raven/atlas variants outside of 3L and DDC. Also, they lost 2 slots. The ecm is the only thing that makes up for how huge/slow the atlas is, and how punishing it is to play lights in the current meta. That's why most of the lights you see are spiders, ravens, and kitfoxs. I want the other chassis to be competitive too, but nerfing the ones that actually are survivable, despite their flaws, is just fail balance.

Besides, the other two raven variants have jump jets. Now that they took my extra modules away, I demand jump jets too, so long as we're trying to balance through 'normalizing' everything.

Edited by L3GR0DANCER, 29 July 2014 - 09:53 PM.


#144 Training Instructor

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Posted 29 July 2014 - 10:03 PM

I hate this change.

I was comfortable in my mastered Stormcrow with Advanced Zoom, Radar Deprivation,and Advanced Seismic. I didn't use the lame Arty/Air strike modules.

What was the point of this exactly?
This is what happens when the only players you talk to are the NGNG crowd.

#145 FDJustin

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Posted 29 July 2014 - 10:38 PM

View PostL3GR0DANCER, on 29 July 2014 - 09:46 PM, said:


I like how you think there are other raven/atlas variants outside of 3L and DDC. Also, they lost 2 slots. The ecm is the only thing that makes up for how huge/slow the atlas is, and how punishing it is to play lights in the current meta. That's why most of the lights you see are spiders, ravens, and kitfoxs. I want the other chassis to be competitive too, but nerfing the ones that actually are survivable, despite their flaws, is just fail balance.

Besides, the other two raven variants have jump jets. Now that they took my extra modules away, I demand jump jets too, so long as we're trying to balance through 'normalizing' everything.


Yeah, more tweaking might be needed between variants, but if you look across the board you'll find every ECM capable mech has less module slots than the other variants. But you're right, those mechs tend to be missing something compared to their alternatives, like weapon hardpoints or jumpjets in this case. It might be appropriate to give them some of that back.

And I play non-Ember Fire Starters, so I'm familiar with the challenge of light mech combat.

#146 HimseIf

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Posted 29 July 2014 - 11:28 PM

i really dislike the remapped keys thing... i am having difficulty changing them. But anyhow, the jenner K was my fav' jenner
Now it is a D with less missile.

#147 HadleyHope

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Posted 30 July 2014 - 12:31 AM

The weapon modules are useless, please change one weapons slot to a mech slot so once mastered a mech can have 3 mech slots, LRM boats run with Advanced Target Decay, Advanced Info Gathering and either Seismic or Rader Deprivation.

Please allow all module slots to be modified in the module screen for the lobbies, consumables can no auto refill, but in a lobby I now have to leave and get an re-invite just to move a module from mech to mech between drops.

#148 Asmosis

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Posted 30 July 2014 - 12:37 AM

I'm a bit confused why the command and logistics atlas (DDC) had its module slots nerfed heavily compared to the bog standard combat ones? it had +1 module slots compared to the other atlas prior to patch and now it has -2 compared to the others.

A minimum of 3 module slots is required for a lot of mechs to be effective in combat and im still not wasting cbills on the weapon modules for 2% range boosts, and im not getting premium subscriptions to allow me to run consumables so overall a very heavy nerf to F2P players.

Edited by Asmosis, 30 July 2014 - 12:39 AM.


#149 Crinos

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Posted 30 July 2014 - 12:50 AM

Just a little side note from me here...

1) Consumables should be MC only
2) If you want to force us users to use weapons modules. Atleast let there be a module for EVERY weapon in the game.
3) Artillery and Air Strike should be limited to a fixed amount per match.

Instead of borking the game with this module change, I would rahter see a dropship preperation for every match. Perhaps with the abillity to have prestored configuration for every map. Like the good old games, where one would prepare the mech for either cold or hot enviroments. Now, waiting for everyone to tweak their mech would take to mutch pre-match time, so therefore there should be a pre-settings.. And this could gladly be a "pay per map config" in my case.

But, as I have said in earlier posts... I will not drop untill this stupid module thing have been fixed!

#150 Asmosis

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Posted 30 July 2014 - 01:03 AM

Dropship mode is in the development timeline. Your unlikely to get preset configs for mechs due to the way the inventory system works but you can configure different mechs for different purposes.

For example you might have a brawling atlas setup for river city, a LRM catapult for canyon and a PPC/laser Awesome setup for arctic maps.

Edited by Asmosis, 30 July 2014 - 01:03 AM.


#151 L3GR0DANCER

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Posted 30 July 2014 - 01:08 AM

View PostAsmosis, on 30 July 2014 - 01:03 AM, said:

Dropship mode is in the development timeline.


LOL, I'm sure we'll see it before I end up in a retirement home. Oh wait, no, this is PGI we're talking about.

#152 skorpionet

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Posted 30 July 2014 - 01:13 AM

A feature suggestion as AUTOREFILL..... : GRAB FOR ANOTHER MECH

#153 FlipOver

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Posted 30 July 2014 - 01:23 AM

Module Slot System Feedback:

I can understand you (PGI) have big plans for role warfare but this isn't the best path to follow.
You basically have passed the image of a company compelling users to use/buy certain products that weren't that useful to begin with (weapon modules).


MECH Modules:
Too generic, limiting the role of the players.

Good thing I didn't buy some modules I was thinking of buying. They would all be considered MECH modules and I'd have to chose between Seismic, TIG, Target Depriv, Capture Accel, etc.

Unfortunately you've proven right those who don't spend C-Bills anymore... why would they? To get everything changed a few weeks after potentially rendering some of their buys useless?

In the hope that PGI will actually take into account what people type in the forums I can summarize mu feedback by saying:
"Good patch, good ideas, incorrect kind of implementation"

#154 Kazairl

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Posted 30 July 2014 - 01:29 AM

Welcome to airstrike online.

No PPC and LRM modules hurts.

Not for me anymore. Cya.

#155 Asmosis

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Posted 30 July 2014 - 01:30 AM

View PostZolaz, on 29 July 2014 - 11:23 AM, said:

Now I have a bunch of Mech Modules that I will never use. That is saying something since I have 46 mechs. If PGI is going to decrease the number of Mech Modules I can run then I would like a refund for all my Module purchases in Pilot Skill Trees and in C-bills for the Modules themselves.

When this was first announced, we were told that if there was a major change we would get refunds. Well, this is a major change.


+1

Reset GXP, refund Cbills for modules and let people reallocate them according to the new structure.

previously priority was:
seismic
target aquisition
deprivation
sensor range/lrm module.

New priority is:
seismic
deprivation.

Every other mech module is useless, since it isn't going to replace the first two. I didn't choose not to use them so reimbursement is fair.

Edited by Asmosis, 30 July 2014 - 01:38 AM.


#156 Solemkof

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Posted 30 July 2014 - 01:39 AM

IMHO, see picture below.
Posted Image

#157 Modo44

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Posted 30 July 2014 - 01:57 AM

Consumable autorefill is great. Many consumable slots will surely drop people's Cbill income. I guess the main goal was achieved.

Nerfing the mech module capabilities takes away player choices regarding role warfare/build specialization. This simplifies balance in a sad way.

The weapon modules are so limited (tier 2 only, many weapons not covered) that those slots look rather useless at the moment. Needs work.

#158 Blackdog420

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Posted 30 July 2014 - 02:04 AM

Yeah, I feel like the module adjustment has dumbed down my module selection for my RVN-3L.

I use it as a scout mech, and my selection of modules has been substantially limited. I feel like this entire patch should maybe be re-thought concerning light mechs and their roles on the battlefield. Honestly, as of this patch I'm actually very curious what PGI even thinks about light mechs and their roles in the game...

I'll be honest, I'm not very happy with this.

#159 Richard Lionheart

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Posted 30 July 2014 - 02:11 AM

I am rally angry about this change.
Now we have more Strikes in the Game, Hurray! … ?

Give me my third (Mech) Module back.
I have played a log time for this Slot and the (for me important) Moduls.

#160 Lupin

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Posted 30 July 2014 - 02:31 AM

Would like to offer a suggestion that 1 module slot (The one given for Mastering a Mech) should be Omi-slot.
Having earned this module slot I think it should be something special and worth earning?

Also I hope will sort out large amount of extra consumables being used during battle and allow scouts to do there job.





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