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Module Slot System Feedback - 1.3.307


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#81 DAEDALOS513

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Posted 29 July 2014 - 03:19 PM

View PostL3GR0DANCER, on 29 July 2014 - 03:02 PM, said:

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.

I'm jealous.. I gave them some serious money.. ;)

Edited by DAEDALOS513, 29 July 2014 - 03:19 PM.


#82 Ansgar Odinson

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Posted 29 July 2014 - 03:19 PM

My big issue is now everyone is forced to carry consumables pretty much guaranteeing we will see more arty/air than ever before. Not only am I forced to either leave module slots open or reduce my cooling efficiency with no real benefit (the weapon slots), I am also forced to lose a module I like and carry consumables I don't normally use. Heavy consumable use should be a scout mech thing not an everybody thing.

#83 DAEDALOS513

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Posted 29 July 2014 - 03:23 PM

View PostSandslice, on 29 July 2014 - 03:14 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.

I remember one of my Jenners having 4 module slots.. do you mean the K had 3 plus one when mastered to make 4 total?

#84 countTZT

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Posted 29 July 2014 - 03:28 PM

Same problem with the DDC, can't go around with 2 modules... 3 at least, but you just split them in half...

#85 Styxx42

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Posted 29 July 2014 - 03:49 PM

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

I really don't like it, and here's why.

My Raven 3L was a scout/support mech. I always carried 4 scout modules (sensor range, seismic sensor, target decay and target info gathering). It fit the scout role it was intended for, and rarely saw any combat from the front lines.

So now the role has changed. I lose the ability to fill my scout role as thoroughly as I could before, and am pretty much forced to take weapon modules that don't make it a better scout.


I 100% agree.
Not to mention ER Larges don't have any weapon modules available.

I really am tired of this sort of patching.
Fall damage so my light mech can't run with out taking damage from little jumps off bumps in the terrain, then Jumpjets that cannot negate any negative downward movement even in my THOR that is not allowed to remove them keeping max JJ that do not act like JUMP jets.

AT THE VERY LEAST, Make the module we worked so hard to get by prefecting(MONEYGRAP BY PGi) the other two mech in the class a OMNI MODULE.


I think it is time to take some time away from this downward spiral.

I think the crime here. Is PGi sells us one thing. Then changes it. WTF.
If I bought a one thing I want it to stay that thing I bought.

Edited by Styxx42, 29 July 2014 - 03:59 PM.


#86 JHackworth

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Posted 29 July 2014 - 03:49 PM

It appears that there is now no disincentive to carry two strikes at all times. Not enough passive consumables to displace the offensive slots. Every drop I've been post patch has been artygeddon of one form or another.

i actually don't mind having different module categories, but the strikes are not making this game fun; those of us who don't play all the time just won't have the cbill/mc resources to restock on strikes for every drop.

Either make the strike cool-down time longer so that there are not more than three strikes a game (or something) or offer some sort of counter strike module/air superiority module, http://mwomercs.com/...iority-module/. Yes, it will be a cbill sink too but at least those who are cbill rich will have to gamble against other cbill rich folks.

#87 DAEDALOS513

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Posted 29 July 2014 - 04:02 PM

Now we will purchase LESS mech modules. There are a standard 2 mech modules most people use and the third slot (and fourth for the lucky few who had four total slots) was like a frill module.. say advance sensor or improved gyros... good luck now gettin someone to buy 360 degree targ info or the speed retention modules for when you get legged.. these mods are just not worth the valuable mech module slot anymore.

Sales for modules will go DOWN due to this change/nerf.

Edited by DAEDALOS513, 29 July 2014 - 04:03 PM.


#88 Sandslice

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Posted 29 July 2014 - 04:05 PM

View PostDAEDALOS513, on 29 July 2014 - 03:23 PM, said:


I remember one of my Jenners having 4 module slots.. do you mean the K had 3 plus one when mastered to make 4 total?

That would be it. (I don't usually count the master because everyone gets it, unless it's directly relevant for some reason.)

#89 DemonRaziel

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Posted 29 July 2014 - 04:07 PM

View PostDAEDALOS513, on 29 July 2014 - 03:23 PM, said:

do you mean the K had 3 plus one when mastered to make 4 total?

Yes. And so did the 3L and I believe the DDC.

#90 Bjorn the Fell-Handed

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Posted 29 July 2014 - 04:17 PM

My Firebrand lost seismic sensor, advanced zoom, and capture accelerator. I just want them back, not angry about the system, though.

#91 Anais Opal

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Posted 29 July 2014 - 04:23 PM

Shameless Cross Post,

PGI Chimps, please read

http://mwomercs.com/...ly-nerf-really/

#92 DemonRaziel

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Posted 29 July 2014 - 04:25 PM

I understand the reasoning behind this:
1. Noone uses the weapon modules at all, because they cannot compete with the other modules, with which they share places.
2. More consumables people use, more CBs they will waste in a match, making grinds take longer, which might motivate spending MC instead.

Therefore splitting the module slots into 3 separate categories will motivate people to use more consumables, since you either use those slots for this kind of modules, or you keep them empty, thus putting yourself at a disadvantage and at the same time will promote weapon modules for the same reason.

Obviously, I am not on the same boat with that theory - Weapon modules suck, period, and (with a few exceptions that are marginally useful) will not see much use anyways.

Consumables, on the other hand, will most likely lead to a higher number of strikes per match, and the last thing we need is a strike spam. If it motivated more people to use UAVs, I might be happy about the change, but... no, it won't. In reality, it's just an extra consumable, or an extra 'Mech module for the competitive folks.

Furthermore, we get nerfs on 'Mechs like the Jenner-K, who was considered the weakest of the CB Jennys and got an extra module slot in return for less weapon slots. Nerfing the module count on the RVN-3L and AS7-D-DC can at least be somewhat justified, as those were the best variants of the chassi (thanks to that beautiful piece of equipment).

Well I sure hope you weren't using more than 2 'Mech modules on your Jenners (or most other 'Mechs, for that matter), guys. I was... ;)

#93 L3GR0DANCER

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Posted 29 July 2014 - 04:25 PM

View PostoKINGxOFxKINGSz, on 29 July 2014 - 04:17 PM, said:

not angry about the system, though.


How could you not be angry about the system? It's so poorly implemented, it won't even be able to accomplish it's stated aims (make people use wep modules/other garbage). Everyone got nerfed, it's just a matter of who got nerfed less,
and they gave us absolutely nothing to make up for the loss of the mech module slots (unless you count constant arty spam as a plus).

#94 Taifune

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Posted 29 July 2014 - 04:26 PM

Nice system, Bad slot distribution.

E.g. Raven 3L was mostly using (now) mech slots... it was one of the few mechs with 4 slots... now its average (same for some other mechs).

Also, there are now toooooo many strikes in a game. Feels like Strikewarrior Online now... ;) - Suggestion: Remove 1 standard consumable slot and make the Master slot a combined mech/weapon/consumable slot to get back some of the old flexibility.

Edited by Taifune, 29 July 2014 - 04:27 PM.


#95 ImperialKnight

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Posted 29 July 2014 - 04:27 PM

Do you want to see 48 air/arty per game? This is how you get 48 air/arty per game.

Weapon slots are useless because weapon modules are useless. People didn't use weapon modules not because they didn't have slots for them but because the weapon modules are terrible

Go back to the old system and have strikes take up 2 slots instead of 1. And remove the penalties on weapon modules or just get rid of them all together

#96 Anais Opal

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Posted 29 July 2014 - 04:30 PM

View Postknightsljx, on 29 July 2014 - 04:27 PM, said:

Do you want to see 48 air/arty per game? This is how you get 48 air/arty per game.

Weapon slots are useless because weapon modules are useless. People didn't use weapon modules not because they didn't have slots for them but because the weapon modules are terrible

Go back to the old system and have strikes take up 2 slots instead of 1. And remove the penalties on weapon modules or just get rid of them all together


I haven't even bothered to drop, took a look at my Mechs, thought 'f*ck that' and logged out.

Is it really that bad? Constant arty and air spam???

New content in Guild Wars 2 will keep me happy for now....

Edited by GlycerineOxide, 29 July 2014 - 04:32 PM.


#97 hargneux

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Posted 29 July 2014 - 04:38 PM

View PostAnsgar Odinson, on 29 July 2014 - 03:19 PM, said:

My big issue is now everyone is forced to carry consumables pretty much guaranteeing we will see more arty/air than ever before. Not only am I forced to either leave module slots open or reduce my cooling efficiency with no real benefit (the weapon slots), I am also forced to lose a module I like and carry consumables I don't normally use. Heavy consumable use should be a scout mech thing not an everybody thing.


How about arty spam as a form of protest ?

#98 L3GR0DANCER

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Posted 29 July 2014 - 04:39 PM

View PostDemonRaziel, on 29 July 2014 - 04:25 PM, said:

Nerfing the module count on the RVN-3L and AS7-D-DC can at least be somewhat justified, as those were the best variants of the chassi (thanks to that beautiful piece of equipment).


No. Some variants are just better than others, and even if the 3L didn't have ecm, it would still be the superior chassis. Besides, they changed the leg hitboxes on the raven long ago, making them much easier to leg. 3L was one of the few IS lights that wasn't a complete deathtrap since the clans came out. Now it can't even fulfill its scouting role properly, but hey I'm sure we'll see a lot more 3L 2xERLL cowards now(since adv zoom and radar derp are really the only two you need for that) /facepalm. In short, nobody plays 2x and 4x, because they are bad, not because 3L is op.

Not sure about the atlases, as I don't pilot one, but why would you ever take something that isn't DDC? Nerfing its module count doesn't make the others more attractive so far as I can tell.

TLDR: Buff things that are bad, don't nerf things that are good.

#99 DarkAlman

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Posted 29 July 2014 - 04:41 PM

Oh great so that 12,000,000 CBILLs I sank into modules are now completely useless.
I can't run any modules because radar deprevation is manditory otherwise I'll get pummelled by LRMs relentlessly.
So much for my advanced Zoom and 360 Radar, I can't use them anymore.

There should be a "sensor" slot in additon to everything else. That way we can run a sensor type module in addtion to a mech module. Scout type mechs can have more than 1 sensor slot.
The unlockable slot should be Omni.

We need more weapon modules, preferably ones that actually do something useful...
The heat system in this game is broken enough as it is, why would I ever take something that makes heat worse in exchange for only a marginal increase in range?
Couldn't you give us some weapon modules worth taking? Like increasing crit chances or reducing reload times or unjam times?

And Most importantly Arty should be far more restrictive, I play this game to brawl not get bombed...

Edited by DarkAlman, 29 July 2014 - 04:50 PM.


#100 Bunduki

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Posted 29 July 2014 - 04:41 PM

Agree with the majority - reducing mech modules and "adding" essentially useless weapon modules is a boneheaded move. Some mechs (one of the Ravens, the D-DC, etc.) benefitted from having mech modules so they could better satisfy their role. Even my Jaeger was better with three mech modules. Now? Uh-uh.

It's almost as if someone at PGI has a motto of "If something's not broken, we'll fix it until it is."





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