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Module Slot System Feedback - 1.3.307


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#241 DemonRaziel

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Posted 31 July 2014 - 09:34 AM

View Postdonut overdose, on 31 July 2014 - 08:25 AM, said:

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 see. So when you introduced these modules and allowed us to use 3, or even 4 on some 'Mechs, that was just your position at the time, eh? :)

If we were never meant to use that many, why were we given the option to do so? How do you expect the situational modules can compete with the "must haves" and see any usage at all?

Furthermore, I truly don't understand how allowing less 'Mech modules on our 'Mechs makes them any more of an end game content. Irregardless of the fact, that, technically we now have more module slots overall, except that some of them are crap and some of them are quite cheesy.

And it's not too hard to see the blatant money grab in this slot rehaul, so you might as well admit it was your main intention all along - the goal is to promote weapon modules as these are now separate from other modules and don't compete with them for slots and make us spend more on consumables (that, again, do not compete for slots with 'Mech modules) to retain the competitive edge.

The game is your business, it's understandable you want to sell more stuff. There's no need to pretend it's not what you were aiming for.

#242 Warstar

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Posted 31 July 2014 - 10:27 AM

Half my mechs are Invalid now, and if i change there moduel loadouts i end up loosing moduels that cost at much as 6 million C-Bills each. How did this get passed the testing phase?

#243 DAEDALOS513

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Posted 31 July 2014 - 10:49 AM

View PostOriginalTibs, on 31 July 2014 - 08:04 AM, said:

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.

Playing the game is free, buying 5hit is another story...

View Postclanwolf3050, on 31 July 2014 - 08:06 AM, said:

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?

Think about what you are saying.. first you say you like the change, then you say you want your mech module slot that was STOLEN back.

Can't have it both ways. Let me help.. wat u wanted to say was: the new system is a FAIL and and we need to revert BACK to the old one until they come up with USEFUL weapon/consumable modules.

Edited by DAEDALOS513, 31 July 2014 - 11:05 AM.


#244 DAEDALOS513

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Posted 31 July 2014 - 10:54 AM

View Postdonut overdose, on 31 July 2014 - 08:25 AM, said:

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.

Gotta love the DOUBLESPEAK from PGI.

#245 DAEDALOS513

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Posted 31 July 2014 - 10:58 AM

View PostDemonRaziel, on 31 July 2014 - 09:34 AM, said:

I see. So when you introduced these modules and allowed us to use 3, or even 4 on some 'Mechs, that was just your position at the time, eh? :)
How do you expect the situational modules can compete with the "must haves" and see any usage at all?



This has been my point from day 1. We are basically given LESS options for customization thus killing half the fun of this game which is tinkering in the mach lab.

Edited by DAEDALOS513, 31 July 2014 - 11:00 AM.


#246 DAEDALOS513

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Posted 31 July 2014 - 11:04 AM

View PostDAEDALOS513, on 31 July 2014 - 10:58 AM, said:

This has been my point from day 1. We are basically given LESS options for customization thus killing half the fun of this game which is tinkering in the mach lab.

You are right, now the situational modules will hardly be used again, and the must-haves (seismic, radar derp) will reign supreme, speed retention, 360 targ retention, etc. are now expensive knick knacks that will sit idly on shelves.


#247 Ensaine

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Posted 31 July 2014 - 12:47 PM

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

....snip .....
You actually end up GAINING slots on virtually every mech.


I do NOT use consumables, or weapon modules. Thus, to all my brawler mechs, it's a loss.

Edited by Ensaine, 31 July 2014 - 12:55 PM.


#248 The Amazing Atomic Spaniel

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Posted 31 July 2014 - 12:59 PM

Played some matches tonight. The reduction in mech module slots is really annoying.

PGI, you don't half employ some fcukwits.

#249 DAEDALOS513

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Posted 31 July 2014 - 01:00 PM

Posted Image

The arty spamming is out of control! I'm really not enjoying this game as much anymore.. games are supposed to be enjoying, relaxing, satisfying.. what you've done is make this a test in frustration!

You are CLUELESS PGI!

Edited by DAEDALOS513, 31 July 2014 - 01:06 PM.


#250 Ancient Demise

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Posted 31 July 2014 - 01:02 PM

View Postdonut overdose, on 31 July 2014 - 08:25 AM, said:

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

REALLY?!?
If the weapon modules were not one of the worst things in the game then maybe we really would think about which type we wanted. That is the POINT of having options to choose from! If you feel obligated to force the players to take one of each then you have clearly made a mistake in the design of one of your choices!!!

Moral of the story is don't praise pgi for any aspect of the game, because if you like something and they realize it does not conform to their imaginary standards they will take it away. The comic strip dilbert comes to mind once again....

===========================================

I might as well repost this in the official feedback thread because you never know if pgi has read anything

View PostAncient Demise, on 31 July 2014 - 07:35 AM, said:

My concern is that the splitting of the mech and weapon module system limits the versatility of the modules themselves and gives us something less to aim for with our mechs.

Adding (or in this case removing) one aspect of a feature without an appropriate balance, alternative, or method of regaining what was lost is not a continual improvement. It is a balance - an attempt to both allow the use of consumables while using modules and to more or less force players to choose between mech and weapon modules.


Now - weapon modules...

Imo these are all but useless, only giving you the upper hand under rare conditions but usually being a detriment to the user (not counting the ams mods). There are two aspects of this - the usefullness having a weapon module and the effects they have.

Pgi flooded us with modules when they came out. My guess is because we were asking about getting more modules but that's just me.

The benefits of these - a % increased range at the cost of increased % heat - are minimal, worse for shorter ranged weapons, and utterly pointless once you are inside the max effective range.
If the module were to decrease cooldown or slightly increase damage it might be worth something.

Then there is the weapon system it changes. (Apparently srms in a 2 pack are different from srms in a 4 or 6 pack, despite using the same ammunition.) Unless you are using many of a single weapon or modding your single primary weapon, you probably would not notice that the module is even there. If a module affected all weapons of that TYPE (i.e. all pulse lasers or all er lasers or all srms) then maybe people world be more willing to invest in them.

The first change would work, but both would be great.


Assuming someone actually wanted to use multiple weapon modules, the tradeoff before was less tactical (mech) modules. Conversely, the tradeoff of using 2-3 mech modules was less weapon modules. Now there is no tradeoff - both sides have been cut down without any alternative. Not to mention essentially forcing us to use an ineffective weapon module.

Pgi - If there is going to be something that allows us to regain those lost module slots, then great! Why didn't you wait until THAT was ready and put them both in game at the same time??
It is like having a perfectly healthy chicken that you want to eat next month but you decide to kill it now. It'll rot quite a bit before you do anything with it. Or like making extra inventory that is going to depreciate months before you have someone to buy it. You are loosing money!




And all this is BEFORE you count 48 arty/air strikes per game.
Fix the cause, not the symptom.


#251 Gaussfather

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Posted 31 July 2014 - 01:04 PM

Like the vast majority of people here I can say I don't like the new module system because it drastically reduced the interesting combos of mech modules I can carry in my favorite mechs.

Two easy fixes PGI:

1) Give us back the original number of "mech modules" that each mech had. Does it really matter? What would it hurt? Keep the 2 new weapon slots and 2 new consumable slots.

2) With this reboot of the module system we should have had a reboot of what we purchased and spent GXP on. Everyone should get their GXP back and C-bills that were spent in the previous module system. I even recall being told by the developers in the past that this would happen. So this way we can revamp our selections and mechs if we are forced to use the new system (especially if you don't implement point 1 above).

Here is why new system is not as good as the old one:

With Clan mechs LRM overload became worse in this game but the RADAR DEPRIVATION module evened things out alot. It became mandatory for most mechs. I also like Advanced zoom, its practically mandatory for most mechs. So that is my 2 slots for the mechs once they are mastered. Before I could use seismic or another useful module depending on the role. Now I can't except for a few mediums... system feels broken, not improved.

As many people have mentioned, the WEAPON MODULES are mostly useless.... One way to improve/buff them is to add 1 point of damage increase along with the range and heat increase for the module for the IS mechs. It also helps balance the IS mechs against the clans.

So, its not hard to keep us paying folks happy... give us what we want, I'm sure its not going to change the community warfare ideas if you do this.

Best Regards,

Jman88

#252 Ngamok

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Posted 31 July 2014 - 01:11 PM

New Module System doesn't bother me. It does give me more options though. For instance I can now add Radar Deprivation, Seismic, Arty, UAV, AMS Range + Overload on my Kit Fox where before it was just 3 of these 6 !

Clearly everyone who is complaining on losing their 3d and 4th mech module was relying on them to much.

Edited by Ngamok, 31 July 2014 - 01:16 PM.


#253 Ancient Demise

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Posted 31 July 2014 - 01:33 PM

View PostNgamok, on 31 July 2014 - 01:11 PM, said:

New Module System doesn't bother me. It does give me more options though. For instance I can now add Radar Deprivation, Seismic, Arty, UAV, AMS Range + Overload on my Kit Fox where before it was just 3 of these 6 !

Clearly everyone who is complaining on losing their 3d and 4th mech module was relying on them to much.


.....Or they run a setup different from yours.

Overall it weakens the entire module system. If you do not use ams in your mech/have the slot then the weapon module slot is pointless. If you do not rely on consumables then those are pointless as well.

#254 VXJaeger

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Posted 31 July 2014 - 01:41 PM

I like it, although weapon modules are pretty useless 'cause of extra heat and minimal range expand.

#255 Kraven Kor

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Posted 31 July 2014 - 01:42 PM

View PostNgamok, on 31 July 2014 - 01:11 PM, said:

New Module System doesn't bother me. It does give me more options though. For instance I can now add Radar Deprivation, Seismic, Arty, UAV, AMS Range + Overload on my Kit Fox where before it was just 3 of these 6 !

Clearly everyone who is complaining on losing their 3d and 4th mech module was relying on them to much.


LESS options for me.

I don't use any consumables, and weapon mods suck.

So I had a choice of three useful modules, now I have a choice of 2 useful modules and X empty module slots for things I will not ever use.

At least in some mechs. Yes, there are some mechs of mine that might even benefit from this. But only a few niche builds, for me.

My bread and butter has no use for weapon modules or consumables as it stands.

#256 Shaio

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Posted 31 July 2014 - 02:12 PM

Change the modify consumables feature in Mech Select to allow you to change all your modules and not just the consumable modules. <_< It is one thing to limit players from accessing mech lab in the private match window, that makes some sense. :D but to limit module adjustment between drops make the system more cumbersome as players must now drop from group to change their module load out. :)

Allow full access to modules in the mech select screen please. :D

#257 DAEDALOS513

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Posted 31 July 2014 - 03:05 PM

View PostNgamok, on 31 July 2014 - 01:11 PM, said:

New Module System doesn't bother me. It does give me more options though. For instance I can now add Radar Deprivation, Seismic, Arty, UAV, AMS Range + Overload on my Kit Fox where before it was just 3 of these 6 !

Clearly everyone who is complaining on losing their 3d and 4th mech module was relying on them to much.

Arty/air strikes are for the weak/unskilled. Most weapon modules aren't worth the trade-off.

View PostVXJaeger, on 31 July 2014 - 01:41 PM, said:

I like it, although weapon modules are pretty useless 'cause of extra heat and minimal range expand.

So whats to like then? The slots they removed? or the arty spam experienced in every game now?

View PostKraven Kor, on 31 July 2014 - 01:42 PM, said:


LESS options for me.

My bread and butter has no use for weapon modules or consumables as it stands.

As is the case with most skilled/veteran players.

#258 Silkfire

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Posted 31 July 2014 - 03:28 PM

View PostTerciel1976, on 29 July 2014 - 10:48 AM, said:

The inability to change non-consumables without going into Mechlab is a major step back. Please change "Modify Consumables" to "Modify Modules" and restore this functionality.


++8561
This was my only saving grace with finding modules across my 72 mechs... FOR THE LOVE OF GOD, RETURN THIS ABILITY.

#259 Wynteryth

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Posted 31 July 2014 - 04:54 PM

View PostWarstar, on 31 July 2014 - 10:27 AM, said:

Half my mechs are Invalid now, and if i change there moduel loadouts i end up loosing moduels that cost at much as 6 million C-Bills each. How did this get passed the testing phase?


You haven't lost ANY modules. Just save your mech and your modules will be in your inventory..

#260 Krizalius

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Posted 31 July 2014 - 05:33 PM

I think...

Leave in the Inner Sphere Mechs old system modules.
For clan, rearranges modules. But no more than three pieces. 1 module or "Mech", or "Consumables"
Remove "Weapon" modules. Clans are already strong for weapons and they do not need amplifier modules.
...it will be just right, and not imbalanced and not nerf.
And "UP" IS weapon modules range

Or return back all modules.

P.S. sorry to poor translation

Edited by Krizalius, 31 July 2014 - 09:38 PM.






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