Module Slot System Feedback - 1.3.307
#61
Posted 29 July 2014 - 01:53 PM
#62
Posted 29 July 2014 - 02:04 PM
Weapons modules are bad, and should feel bad. Not going to bother to equip them.
That is all.
#63
Posted 29 July 2014 - 02:06 PM
I've spent plenty of money in this game with all clan chassis, all phoenix and saber, and several hero 'mechs.....Just bought another hero this weekend for crying out loud......so It's not like I'm not helping PGI make money.
Edited by csmonkey, 29 July 2014 - 02:10 PM.
#64
Posted 29 July 2014 - 02:19 PM
The auto-refill OMG THANK YOU!!!
That the modules are broken out into categories, especially the consumables.
The extra keybind options to the module slots.
What I dont like:
The modules that I like and use the most are the "Mech" modules. For the mechs that had three or four slots before this patch, the changes all together feel like a nerf because I never use more than two consumables (usually just arty) and I dont use most of the weapon modules. I would really like for the mechs to get their original max number of modules slots back as Mech module slots. None of the Mech modules are particularly OP so I dont see the need to reduce the number of them that can be used.
The removal of the ability to change non consumable modules from the awesome new "Mech Selection" screen.
Thanks for continuing to make the game better.
#65
Posted 29 July 2014 - 02:19 PM
#66
Posted 29 July 2014 - 02:43 PM
BlackIC, on 29 July 2014 - 12:46 PM, said:
so as developed by PGI the prime stock mechs has 2 useless weapon modules.nothing on the prime variant uses any of the weapon modules.very poor design and implementation. The prime adder should have additional mech modules
that aside the whole module system is a big screw you to the clan owners. You dropped modules slots from scarecrow and timberwolf but add them to IS.
what the theory here, the clans developed inferior technology?
What are you talking about? They took them away from IS mechs too (the most useful mech module ones)! Weapon modules are useless and consumables, well, they are for the skilless that like to arty spam..
Edited by DAEDALOS513, 29 July 2014 - 03:14 PM.
#67
Posted 29 July 2014 - 02:45 PM
#68
Posted 29 July 2014 - 02:50 PM
HammerMaster, on 29 July 2014 - 12:53 PM, said:
Now we can drop an arty while being artied, and retaliate with an air strike while being air struck.. without sacrificing any mech module or weapon module slots.. what's to complain about?
Edited by DAEDALOS513, 29 July 2014 - 03:15 PM.
#69
Posted 29 July 2014 - 02:52 PM
You are ENCOURAGING more spamming of arty/air strikes without any tradeoff while limiting the versatility of the existing mech modules.
80k cbill loss for a easier win? Not a problem A lot of players have loads of cbills and could easily shrug off the money loss, especially if they make a profit with premium time.
I cannot imagine why you would take this route unless this game really is P2W and you have developed an unhealthy apathy towards your customers.
This must be a bug - please fix it.
THINK before you act.
Also, the weapon modules are nearly useless. There are so many things modules could have done instead....
#70
Posted 29 July 2014 - 02:59 PM
warner2, on 29 July 2014 - 01:07 PM, said:
Is (was) he the only mech with 4 mech module slots?
zaepp, on 29 July 2014 - 01:18 PM, said:
For example the ability to save specific load-outs and switch them in drop preparation?
Mechwarriors could unlock up to three loadout-slots for each variant/chassis with GXP and then buy them with C-Bills.
LIKE
Isabelle, on 29 July 2014 - 01:26 PM, said:
What are you saying? This is a step backward! We spent lots of TIME mastering mechs for the extra slot and LOTS of MC for purchasing modules.. just because both sides face the same difficulties doesn't make this ok.. now many modules I bought are never going to be used.
Edited by DAEDALOS513, 29 July 2014 - 03:16 PM.
#71
Posted 29 July 2014 - 03:02 PM
Zekester81, on 29 July 2014 - 11:17 AM, said:
Consider yourself lucky you only have 2 empty slots. I pretty much don't use consumables or weapon modules, so now I have 4 wasted slots, and every mech in my garage has been effectively nerfed to carry one less useful module than they could before.
Gee, thanks PGI! If you care, here is a clue: if people don't want to buy lame, useless modules, you aren't going to be able to force them to buy them just by making specific slots for those lame, useless modules. The only thing you accomplish is making more players disgruntled by your indiscriminate and poorly thought out nerfing.
#72
Posted 29 July 2014 - 03:02 PM
Dafuq is wrong with you clowns? Weapon Modules? WTFROFLCOPTERBBQ, they are terrible and no one wants to use them, period. You could've just made the weaker modules on par with the ones everybody takes, but no, you give us this convoluted BS instead. And more arty douche-baggery? Yeah, that's really what this game needs more of. I could've lived with the default mech module cap being set at two, but one? You've got to be joking me. What are you trying to accomplish? Do you even know anymore? Just stop it.
Absolute fail: 0/10
Another patch like this and I'm unistalling and never coming back. Glad the only thing I ever gave these sh1tbirds real money for were mech bays.
#73
Posted 29 July 2014 - 03:03 PM
Isabelle, on 29 July 2014 - 01:26 PM, said:
Having two consumable slots won't help either... only makes it worse. Again.. a step backwards..
One consumable slot is better but PGI won't go for this.. they want u to spend money.
Just give us back our lost mech module slots and all this will go away.
Edited by DAEDALOS513, 29 July 2014 - 03:04 PM.
#74
Posted 29 July 2014 - 03:07 PM
osakashogun, on 29 July 2014 - 01:53 PM, said:
That's true.. they shouldn't make drastic changes like these.. only tweaks. Many modules I spent time/money on will never be used again. How is this progress?????
And worse for PGI.. MANY modules will now go UNPURCHASED!
Edited by DAEDALOS513, 29 July 2014 - 03:46 PM.
#75
Posted 29 July 2014 - 03:08 PM
1) Why are there 20 weapon modules in one page, but the 14 'mech modules are split into 4 different pages? Reduce the 'Mech modules to one page or give me an All 'Mech page. Split the weapons modules into Balisitics (AMS goes here), Energy, and Missile catagories, but give people an All Weapons page too.
2) The slide out info for the modules covers the weapons module slots (Not that I think anyone will use them).
3) Why are the module slots labled 1,2,3,4,5 in the inventory, but are labled Modules, Consumables, and Weapons in the mechlab? Be Consistant!
4) How can I tell what extra modules were installed on my (F), (S), (P), and (I) Mechs if they aren't displayed in the inventory, and now the game tells me I have a module slot violation?
This was really a buff to the ultra competitive meta 'mech pilots. Now they can take an extra mech module with their prefered module and both strikes. Maybe, a few of those pilots used 3 consumables... but now that'll just shift to my previous example.
Please revisit this issue by limiting strikes to 1 per 'mech.
#76
Posted 29 July 2014 - 03:11 PM
Thanks for Artillery Game Online.
Edited by SLDF DeathlyEyes, 29 July 2014 - 03:23 PM.
#77
Posted 29 July 2014 - 03:14 PM
DAEDALOS513, on 29 July 2014 - 02:59 PM, said:
No, it had 3. However, this came at the cost of a CT missile hardpoint:
-D: RA 2E, LA 2E, CT 2M @2 mods
-K: RA 2E, LA 2E, CT 1M @3 mods
-F: RA 3E, LA 3E @1 mod
Now all Jenners except Oxide have the standard (2/2/1) module set - which causes the -K to be strictly inferior to -D. -D and -F are fine with respect to each other; but -K needs a buff now.
#78
Posted 29 July 2014 - 03:14 PM
#79
Posted 29 July 2014 - 03:16 PM
Nobody with any sense used them before, and that was not because mech modules and consumables were so much better, it was because the weapon modules are 98% COMPLETE RUBBISH. I just watched Heimdelight's live stream on twitch, and when the pro players set up their mechs with "WEAPON MODULES: EMPTY SLOT, EMPTY SLOT", you can be pretty sure something's wrong with your system.
Why on earth would anyone want to decrease their damage output for marginal increase in range?
Basically, you now have 2 module slots on every mech just for AMS and MG buff modules. If your mech doesn't have those, it's best to leave them empty. I'm sure anyone with half a brain can figure out why the AMS and MG buffs are better than the others, ie. worth having at all?
I'm sure that you will finally see this when you look at module use statistics, but anyone could see that modules that make you deal less damage are a bad concept that nobody wants. How many months will it take before you realize this as well?
#80
Posted 29 July 2014 - 03:17 PM
My last purchase will be my last purchase in this game. Once my premium time expires I will probably scale back my game time or eliminate it completely and find something else to play.
Thanks PGI for fixing something that was not broken. No more cash from me.
Edited by Pope RW, 29 July 2014 - 06:34 PM.
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