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Module Slot System Feedback - 1.3.307


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#221 Crinos

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Posted 30 July 2014 - 11:25 PM

Oki, So I did two drops yesterday, becuase the AWS got a redesign to it's heat use.

Did a drop in my AWS-8Q and it was ok-ish.. Still not happy not beeing able to used the modules that I want to.
Did a drop in my AWS-9M and it was AWEFULL (phun not intended). My build on the 9M is seriously linked to it's 3 modules, and now my favorite mech is lacking in many ways...

I have several mechs, most IS and I have bought Warhawk ala-carte so I have a foot in the clan mechs as well..
Though, the AWESOME's are the only ones that I have mastered.

As some have said beforhand... What is the use with recieving av module slot for mastery, when that module is not beeing put to use..

The weapons modules they lack in EVERY WAY... wow.. I 6 more meters on top range, with a trade off on heat for EVERY shot made. How often to I need the extra 6 meters? Close to never. I play the brawler in assault.. Taking the attention away from the lights.

I am truly sad about this change. I LOVE Mech Warrior, have allways done since the very first game came out in 1989 (If I'm not misstaken). But this change of modules slots.. it ruins the game. I WANT to play, but on principals I'm not going to.

I've spendt aprox 200USD on this game. I even have bought MC just to support the development, and I bought the Special Shara Jenner (oki, I know that PGI did not take any of those money, but still. I would probably not even heard about Shara if it where not for me beeing supportiv of this game).

Please, I beg you! Revert this tremendous fault!

(One thing is for sure.. My mechpit build have come to an sudden stop).

Edited by Crinos, 30 July 2014 - 11:26 PM.


#222 Nitrocloud

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Posted 30 July 2014 - 11:58 PM

I loved my Raven RVN-3L with scouting abilities, but it has since been nerfed, being only able to take two mech modules. Thanks for breaking the game. I did not want, nor did need 2 consumable modules, and I sure as hell don't need weapons modules since they make matters even worse. I now have a 3 module mech. This isn't what I paid for.

#223 Sandslice

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Posted 31 July 2014 - 12:16 AM

View PostNitrocloud, on 30 July 2014 - 11:58 PM, said:

I loved my Raven RVN-3L with scouting abilities, but it has since been nerfed, being only able to take two mech modules. Thanks for breaking the game. I did not want, nor did need 2 consumable modules, and I sure as hell don't need weapons modules since they make matters even worse. I now have a 3 module mech. This isn't what I paid for.

UAV is consumable - and quite an asset for scouting; the other can be a cool shot or artillery for emergencies. Enhanced Narc, as you might imagine, gives no-penalty buffs to your Narc Beacon and counts as a weapon module.

Consider your options from a variety of angles before tossing them, especially now that they're no longer covered up by s-range/t-acq/derp/seismic or whatever four-pack recons used to think of as "mandatory."

And as the module system expands, consider the new options too. :)

#224 Nitrocloud

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Posted 31 July 2014 - 01:00 AM

View PostSandslice, on 31 July 2014 - 12:16 AM, said:

UAV is consumable - and quite an asset for scouting; the other can be a cool shot or artillery for emergencies. Enhanced Narc, as you might imagine, gives no-penalty buffs to your Narc Beacon and counts as a weapon module.

Consider your options from a variety of angles before tossing them, especially now that they're no longer covered up by s-range/t-acq/derp/seismic or whatever four-pack recons used to think of as "mandatory."

And as the module system expands, consider the new options too. :)


UAV is worthless, a clay pigeon in the air. Don't normally NARC as I'm too far away from the enemy and stripped it. I'm a general flank and long-range recon mech. But that doesn't exist anymore.

#225 MountainCopper

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Posted 31 July 2014 - 01:50 AM

View PostNitrocloud, on 31 July 2014 - 01:00 AM, said:

UAV is worthless, a clay pigeon in the air. Don't normally NARC as I'm too far away from the enemy and stripped it. I'm a general flank and long-range recon mech. But that doesn't exist anymore.

The game is certainly not broken when players can only take 2+2 instead of 4 modules in case of the 3L. Also a Mech doesn't become useless all of the sudden with one less module.
The choice now is more between build-specific or the must-haves some people think of.

Consumables have more worth than weapon modules in their current state, but I dread the spam of them after this change.

Edited by GoldenFleece, 31 July 2014 - 01:53 AM.


#226 Win Ott

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Posted 31 July 2014 - 02:19 AM

While we're busy changing the module system: can we please have a "Strip All Modules From All Mechs" button? Pretty please? While trying to accommodate this new system, I am having to go through all of my 60+ mechs to find 2 little Radar Deprivation modules. It takes forever to sort through and save when you have that many mechs. Please consider adding this feature?

Edited by Win Ott, 31 July 2014 - 02:19 AM.


#227 Windgazer

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Posted 31 July 2014 - 02:34 AM

View PostSandslice, on 31 July 2014 - 12:16 AM, said:

Consider your options from a variety of angles before tossing them, especially now that they're no longer covered up by s-range/t-acq/derp/seismic or whatever four-pack recons used to think of as "mandatory."


I've been trying to look at different 'angles', but all I see is that all previously existing choices have been made redundant and replaced with a rather limited set of new ones. For scouts you actually had to make choice whether or not to bring consumables, it depended on the team, your skills and your loadout. Now you have to bring two consumables (one of which is UAV, the other arty/air-strike), seismic, whatever matches your weapons and you're left with one open slot... There's not a whole lot of 'angles' left to considder, it's only one single slot that is left open to choice.

Sorry, doesn't look like such an improvement to me.

#228 mad kat

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Posted 31 July 2014 - 02:41 AM

View PostGoldenFleece, on 31 July 2014 - 01:50 AM, said:

The game is certainly not broken when players can only take 2+2 instead of 4 modules in case of the 3L. Also a Mech doesn't become useless all of the sudden with one less module.
The choice now is more between build-specific or the must-haves some people think of.

Consumables have more worth than weapon modules in their current state, but I dread the spam of them after this change.


Have i been doing something wrong then all this time not using modules while playing exclusively PUG?

Nope i seem to be doing ok for myself although the recent matchmaker and ELO adjustments seem to of put me on the loosing team quite a lot. Do i think the lack of use of modules has affected this? Nope not all.

What i do object to is the carry harder matchmaker that pgi seems to be using over the last couple of months where a handful of skilled players are basically carrying the team through and the rest are cannon fodder. And no i'm not pretending to be one of those skilled before some smart arse pipes up.

Edited by mad kat, 31 July 2014 - 02:42 AM.


#229 DemonRaziel

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Posted 31 July 2014 - 03:05 AM

View Postmad kat, on 31 July 2014 - 02:41 AM, said:

Have i been doing something wrong then all this time not using modules while playing exclusively PUG?

Nope i seem to be doing ok for myself although the recent matchmaker and ELO adjustments seem to of put me on the loosing team quite a lot. Do i think the lack of use of modules has affected this? Nope not all.

Depending on your 'Mech and playstyle, these may not really matter to you that much, but...

Try a Seismic Senser and a Radar Deprivation module, or perhaps Advanced Zoom or Advanced Target Decay, based on your loadout. Put a UAV, or Arty in the Consumables slots, too, for good measure. See for yourself, if it makes any difference.

Bottom line is, when you're in a tight, let's call it "competitive" match, against equally skilled and equipped opponents, you need to use every tool at your disposal to win. That means, not utilizing all the 'Mech and Consumable slots (I purposefully left out the Weapon slots, since there are like 5? worth using) you have on your 'Mech, you're putting yourself at a disadvantage.

While, in the past, there was a tradeoff for every consumable you decided to bring into the drop, now you're either burining 80k CB (or some MC) a match, or you're simply not using all of your tools. In a way, it's like dropping into the game a few tons short of max tonnage, when you could have upped your engine/armor/ammo/heat sinks and what not...

#230 mad kat

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Posted 31 July 2014 - 03:24 AM

Well considering certain modules cost as much as a jagermech and require silly amounts of gxp (cheat by doing xp conversion) i can fully understand why people are peeved. But a little situational awareness and anticipation works wonders.

It's like modern cars are laden with such safety aid bullpoo people are getting more complacent and forgetting how to drive. We don't need them much in the same way you don't need modules. They do however benefit lrm boats greatly and that is the ultmate chicken easymode mech set up. We may as well all sit there in mlrs's the way the game is now.

But i do get why people are annoyed at pgi for wasting their money and time on modules. But if it nerfs those cowardly lrm boats im all for it. Just don't mix up want's and needs.

Edited by mad kat, 31 July 2014 - 03:43 AM.


#231 Wojtek76

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Posted 31 July 2014 - 03:41 AM

This is huge step back!!!

I'm really boring with this game.
10- 15 min play than again.
No new maps, no strategy, no chat room, no voice communication!!
Every game it is the same!!!
Boring and boring!!
Even I don't know what is may rating compare to other players!!!
Please do something with this instead change mode setting.!!!
Don't waste your very limited resource!!!
Two years and nothing game it is still not completed!!!

#232 Rushroca

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Posted 31 July 2014 - 03:42 AM

PGI + good intent = 1 step forward 10 steps back.

The only people this change help was the idiots that spam air strike and arty strike. Way to go PGI helping the trolls.

#233 Ensaine

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Posted 31 July 2014 - 05:04 AM

I'm mad as hell about this change. I ground out Master on my 3 variants of each chasis with the knowledge I was going to get one more module slot.

This essentially cut one module slot potentially from every mech I own.

Nope, not happy at all.

#234 DAEDALOS513

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Posted 31 July 2014 - 05:19 AM

View PostWojtek76, on 31 July 2014 - 03:41 AM, said:

This is huge step back!!!

I'm really boring with this game.
10- 15 min play than again.
No new maps, no strategy, no chat room, no voice communication!!
Every game it is the same!!!
Boring and boring!!
Even I don't know what is may rating compare to other players!!!
Please do something with this instead change mod setting.!!!
Don't waste your very limited resource!!!
Two years and nothing game it is still not completed!!!

You make complete logical sense. There are SO MANY other areas that need improving, nerfing the mod system was NOT even on that list!

Every game IS the same, and reducing module customization options has just made it even a MORE boring game because now there is less tinkering in the mechlab which is half the fun of the game...

View PostRushroca, on 31 July 2014 - 03:42 AM, said:

PGI + good intent = 1 step forward 10 steps back.
The only people this change help was the idiots that spam air strike and arty strike. Way to go PGI helping the trolls.

Yep, it's confirmed.. I've never seen this many arty strikes before in pug games.

Edited by DAEDALOS513, 31 July 2014 - 05:20 AM.


#235 Valten

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Posted 31 July 2014 - 05:38 AM

I like the intent, however here is what I am seeing. Mechs have too few available mech module slots, or at least that's the communal complaint, I think 3 is fine after mastery.
Weapon Modules are completely worthless. Even with dedicated slots the heat penalty makes using modules a bad choice so I am better off saving my CB. for just about anything else.
The real issue I see is that with dedicated consumable slots we are seeing an excessive number of air and artillery strikes. Coolant flush is underwhelming, it just doesn't provide enough cooling fast enough, and the UAV is situational. This leaves the majority of mechs, especially the long range missile and snipe builds, with no other good option but the strikes.

View PostEnsaine, on 31 July 2014 - 05:04 AM, said:

I'm mad as hell about this change. I ground out Master on my 3 variants of each chasis with the knowledge I was going to get one more module slot.

This essentially cut one module slot potentially from every mech I own.

Nope, not happy at all.


You actually end up GAINING slots on virtually every mech.

#236 DAEDALOS513

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Posted 31 July 2014 - 05:44 AM

View PostValten, on 31 July 2014 - 05:38 AM, said:

You actually end up GAINING slots on virtually every mech.

How so? And don't tell us cuz we now have dedicated weapon/consumable slots because they are cr@p.

Edited by DAEDALOS513, 31 July 2014 - 06:18 AM.


#237 the wr3ck

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Posted 31 July 2014 - 07:17 AM

I do not like the new system. I am like everyone one else. I worked hard for 3 module slots that i used. I dont use these JUNK modules that are consumables and weapon slots. There is no point in using the consumables. Using one or two consuables takes most of your profits from a match and you probably lose money if your team loses. Weapon modules are not worth using and are not creative. I am pretty pissed off that i spent all that time and ingame money on modules that i can no longer use. It also breaks several "builds" that i used certian modules with.

WHO came up with this
and
WHY was it allowed?

#238 Enigmos

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Posted 31 July 2014 - 08:04 AM

We did sign terms of use acknowledging that PGI owns everything about 'our' mechs. That means they cannot 'steal' our modules or their use. Technically they could dock us all 10 million credits and we wouldn't have a technical leg to stand on. They haven't been doing that. Nevertheless PGI should recognize that it feels like theft to, clearly, many customers.

Yet PGI/Piranha aren't stupid. They clearly feel this will turn out to have a better outcome, ultimately. For the good of the game.

In the meantime, however, I am unhappy with their design decision.

They could have consulted with us. Would that have been so very hard to do? Would it have been more constructive and thoughtful? Would it have been even human of them?

Perhaps the bile we spill at them here is simply too easy to ignore, since it is irrelevant. We are still playing. We are still scrambling to make do, like plebian serfs looking sullenly at the ground while the aristocratic business concern rides past us in finery, their horses better shod than our bare dirty feet.

Edited by OriginalTibs, 31 July 2014 - 08:06 AM.


#239 clanwolf3050

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Posted 31 July 2014 - 08:06 AM

I can see why the modules were changed, I'm OK with the change. I now can try some consumables that I never used because I didn't have slots for them. I have got to try a UAV. :)

I'm sad about the number of mech module slots I like running 3 or so of them, as they are good and very helpful to many builds. I don't even mind paying 15000 GXP 6 million c-bills for them. I'm Ok with having to rethink my module usage to the new system. I just want more, not less, of these slots.

Weapon Modules... Yeah, they aren't good. At first, I thought they would not be bad. This is back when they were added and we only had IS mechs. Then I thought why would I want to raise the heat leaves of a bunch of mechs that ran hot without them? So I waited and hope for more and different weapon modules. So as the weapon modules stand now most of my mechs will not be using them. AMS and the MG and some of the SRM ones I will use here and there, but that is about it, at least for now. Hell, not every weapon has a module so some of my mechs can't use the weapon module slots period. so until more modules are added, and changed I will only use them in small amounts, which is what I was doing before the patch, and therefore not every mech needed 2 weapons slots. I just looked at my mechs and about 95% of them run like this, weapon type 1, weapon type 2, maybe AMS, done. So my Thunderbolt 5SS is 2 large lasers 5 medium lasers, done. My Blackjack 1 is 1 LB-10X, 3 medium lasers done.My Quickdraw 5K is 2 large lasers, 4 medium lasers and AMS done. Now all three have could use 2 weapon module slots, but why would I? the Thunderbolt and the Quickdraw suffer from the same problem fire the lasers a lot, 3 to 4 times, you will overheat. So ask again, Why would I put something on my mech to make the weakens they have more of a weakness.

#240 donut overdose

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Posted 31 July 2014 - 08:25 AM

Russ tweeted: As to Mech modules these were always meant to be end game and really require thought on what you want to take, you never meant to take 3 etc

I was never meant to take 3? Then why did I buy a 3rd? I didn't need advanced zoom. Now I cant take advanced zoom. Why would I take it over Semitic Sensor or Radar Deprivation? I bought 3 advanced zooms. I've only been playing 4 months and 18 million credits is huge. Please take back the zooms and refund my 18 mil.

Edited by donut overdose, 31 July 2014 - 08:28 AM.






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