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Module Slot System Feedback - 1.3.307


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#101 L3GR0DANCER

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Posted 29 July 2014 - 04:42 PM

View PostGlycerineOxide, on 29 July 2014 - 04:30 PM, said:


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




I'm sure you're not the only one.

#102 Anais Opal

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Posted 29 July 2014 - 04:42 PM

View PostL3GR0DANCER, on 29 July 2014 - 04:39 PM, said:


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.


Without Gyros, Siesmic and Radar Derp, the D-DC will be harder to run. Only Adv Sensors can be dropped imo, and with the reported increased arty/air Gyros are an absolute must as is the Radar Derp to get away from tag lasers,

#103 Primetimex

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Posted 29 July 2014 - 04:49 PM

I've just patched this game this morning - only to discover that ALL the mechs that I have fitted with 3 modules now all have MODULE SLOT VIOLATION.

I know because I have fully outfitted my clan mechs with 3 modules so that I don't bother swapping modules between mechs - Warhawk, Timberwolf and Direwolves.

In addition, when I go to the Mechlab to check the modules - and of course they all got stripped due to module violation - ALL my modules disappeared - they didn't even get put back into my inventory.

When the changes were made so that Mechs now only have 2 Mech Module - where did you put the 3rd module?? Certainly not back in inventory.

Thus the following issues:
1. Module Slot Violation
2. Every 3rd module I equipped on my Mech is permanently gone
3. The remaining 2 modules that was forcibly stripped is also permanently gone

Can I please get these fixed and/or get a full C-Bill refund and GXP refund of ALL the modules I have purchased?

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


#104 L3GR0DANCER

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Posted 29 July 2014 - 04:51 PM

View PostGlycerineOxide, on 29 July 2014 - 04:42 PM, said:


Without Gyros, Siesmic and Radar Derp, the D-DC will be harder to run. Only Adv Sensors can be dropped imo, and with the reported increased arty/air Gyros are an absolute must as is the Radar Derp to get away from tag lasers,


And I get that, but are you really going to sacrifice the DDC's ECM for an extra module slot on one of the other variants? Will the K, S, and D suddenly have the same utility of the DDC because of that extra slot?

#105 Anais Opal

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Posted 29 July 2014 - 04:54 PM

View PostGetterRobo, on 29 July 2014 - 04:49 PM, said:

I've just patched this game this morning - only to discover that ALL the mechs that I have fitted with 3 modules now all have MODULE SLOT VIOLATION.

I know because I have fully outfitted my clan mechs with 3 modules so that I don't bother swapping modules between mechs - Warhawk, Timberwolf and Direwolves.

In addition, when I go to the Mechlab to check the modules - and of course they all got stripped due to module violation - ALL my modules disappeared - they didn't even get put back into my inventory.

When the changes were made so that Mechs now only have 2 Mech Module - where did you put the 3rd module?? Certainly not back in inventory.

Thus the following issues:
1. Module Slot Violation
2. Every 3rd module I equipped on my Mech is permanently gone
3. The remaining 2 modules that was forcibly stripped is also permanently gone

Can I please get these fixed and/or get a full C-Bill refund and GXP refund of ALL the modules I have purchased?


You have to save the changes on the Mech with the violation then the module magically appears in inventory, I almost thought the same as you then carefully checked.

View PostL3GR0DANCER, on 29 July 2014 - 04:51 PM, said:


And I get that, but are you really going to sacrifice the DDC's ECM for an extra module slot on one of the other variants? Will the K, S, and D suddenly have the same utility of the DDC because of that extra slot?


Never, not in a bazillion years will i drop the D-DC's ECM, and I absolutely LAUGH MY BRA OFF, when I see a D-DC in a drop with no ECM on it.

Call me a b*tch but I purposely go and shoot it in the bottom ;)

Edited by GlycerineOxide, 29 July 2014 - 04:55 PM.


#106 Blake Miles

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Posted 29 July 2014 - 04:57 PM

Folks,

What did you do? Makes no sense. Plus you stripped my modules from my Atlas and they do not show up in my inventory and when I try to load them back into my BoarsHead the "YOU DO NOT OWN THIS DO YOU WANT TO BUY IT" garbage shows up. I already bought and owned it. You all got some WORK to do. This seems really like a whipppe dup patch and needs fixed. I will not and can not use my Boars head because I am afraid if I do I will have to buy the module again. Not good people.

#107 Anais Opal

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Posted 29 July 2014 - 05:00 PM

View PostBlakemiles, on 29 July 2014 - 04:57 PM, said:

Folks,

What did you do? Makes no sense. Plus you stripped my modules from my Atlas and they do not show up in my inventory and when I try to load them back into my BoarsHead the "YOU DO NOT OWN THIS DO YOU WANT TO BUY IT" garbage shows up. I already bought and owned it. You all got some WORK to do. This seems really like a whipppe dup patch and needs fixed. I will not and can not use my Boars head because I am afraid if I do I will have to buy the module again. Not good people.

Save the Mech first, back out of it config page, check inventory, go back to the Mechs loadout. Modules should be there. But don't bother anyway,

The whole system is one giant f*ck up...PGI has once again confirmed itself to be a nest of incompetent chimpanzees ;)

Edited by GlycerineOxide, 29 July 2014 - 05:03 PM.


#108 ItchyTriggerFingers

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Posted 29 July 2014 - 05:23 PM

Not enjoying new module system. My scout mech is now not a scout mech. I can only run 2 modules instead of four.

Could have set it so one or two were "Omni" module slots. Or will this be a feature for those that are currently paying to win....?

#109 Primetimex

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Posted 29 July 2014 - 05:34 PM

Thanks GOxide - I think I'm just about done with this game and its giant fail after fail developer - we should NOT have to do all these workarounds - since we have been force feed the all singing all dance UI 2.0 which precisely was supposed to alleviate problems like these - more of the same every patch - getting really really sick and tired of it - earning 6mil C-Bills isn't a lot of fun and chump change PGI, I suggest you refund everyone of their C-Bills - and GXP. I want it.

#110 Puresin

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Posted 29 July 2014 - 05:47 PM

here's my feedback.

1) with the consumables slot......kool that you made it auto-refillable.... i run 3 diff assaults which are going to die within the first 5 mins cause no assault can run fast enough to escape being hit with the ******** amount of air and arty strike which will now begin to take place.....

(I also own a raven and will most likely own only a raven after this.....spoiler alert now you all know what's gonna happen but hey what are you gonna do assaults)

2) with the mech modules well lets see how this balances anything, my atlas d-dc used to be able to have adv seismic, avd sensor range, radar depriv, and depending on loadout target info or target decay or zoom.

now seeing as max speed for an atlas d-dc is 64 with a max engine (thus taking away from weapon weight as well but just hold on) they can't outrun the dreaded pink/red puff and seeing as now everyone is gonna have 1 or 2 you can see how this doesn't really bring anything into line except the idea you have it out to nerf and not balance.

the same atlas even with ecm needs to have radar depriv because anything that slow has to break a lock ASAP or clan lrms tear you apart, let alone the IS lrms that are coming too. and with the narcs now.....really ecm and radar depriv but a narc gets me dead in seconds I've timed it even moving full speed for cover with ams

now seeing as most clan mechs move faster (timber wolves move around 80 kph summoner etc etc. Dire wolves and warhawks are the only slow ones) I now have to choose seismic OR sensor OR one of the others.

see how taking 2 modules away from the mech and giving it one weapon module or two is worthless. IS weapon modules aren't worth getting when fighting against someone whos same exact weapon has twice the effective range. a small laer IS is effective to 90 metres a CLAN small laser is effective to 200 metres. why the heck would anyone spend 1100 gxp to upgrade the laser range then spend 3 mill per module per mech to have an increase of what? 10 metres?

the only thing you've done is convince me not to play until the Clan mechs come out for c-bills.
that way i can have access to lasers that reach twice as far pack on an air/arty combo and go make some dire soup

the d-dc was only the most common suddenly cause it was able to stand up to the clan mechs and defend itself with the good combo of ecm and modules

I don't think you really thought this through because I remember reading the patch notes and they said the mastered module was probably going to be a HYBRID slot that could be either mech or weapon

suggestion: make the wepon modules HYBRID after mastering instead of giving an extra one

meaning my d-dc would get the ability to attach a 3rd mech module instead of getting a 3 mil c-bill waste and extending it's range on weapons.

all in all your comment of bring the d-dc "into line" was comepletly a misunderstanding of the analysis of the raw data. just because the atlas d-dc was suddenly the 95% used mech versus the clans doesn't mean it was "out of line" it means that you've balanced the game to make it that way with the clans being as op as they are.

You should have left the IS mechs alone with this module crap and made those changes to the clans. That would have made sense within the scope of the game.

all in all IMO this module thing rates a complete and utterly EPIC FAIL.

oh yes and I would like to get a refund for all of my modules at the price i paid out for them. then I will buy them only as i need them. I dislike the idea of having spent all that money then having them suddenly not able to be used. plus you made the modules sound like they would be changeable between weapon/mech if i had've known exactly how it was gonna change i would have told you in advance so that you would know NO ONE LIKES IT.

Edited by Puresin, 29 July 2014 - 05:52 PM.


#111 SilentThreat69

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Posted 29 July 2014 - 05:58 PM

Seriously the New Module system sucks!!!!
it has destroyed they way I had my Mechs setup for game play.
I have no interest in extended range modules for the weapons system, they simply are not worth the module slot period.
Thanks for screwing thing's up yet again.

#112 Sprouticus

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Posted 29 July 2014 - 06:05 PM

I dont hate the new system


However I do have 2 major issues

1) No weapons modules for PPC/gauss/lbx20, etc. What am I supposed to use on my Warhawk (yes, I can use AMS, but that is only 1 module

2) You have to go into the mechlab again to change modules. I REALLY liked the ability to quickly move modules around in the consumable screen.

#113 SVK Puskin

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Posted 29 July 2014 - 06:10 PM

So do you think that these complains are from the minority of this community? I am so pissed off if someone talking bullshits to me! Wake up finally!!!

#114 SilentThreat69

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Posted 29 July 2014 - 06:11 PM

Just noticed,
That the modules that I had in the mechs that where deemed invalid have been stripped out and they are not in my inventory.

#115 Blue Drache

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Posted 29 July 2014 - 06:14 PM

two words...


IT SUCKS

#116 Sandslice

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Posted 29 July 2014 - 06:15 PM

View PostSilentThreat69, on 29 July 2014 - 06:11 PM, said:

Just noticed,
That the modules that I had in the mechs that where deemed invalid have been stripped out and they are not in my inventory.

Known issue, easy fix. In fact, I'm about to log into the game and fix my own 'Mechs, some of which I know will be affected. :huh:

#117 SilentThreat69

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Posted 29 July 2014 - 06:24 PM

ok what is the fix?

#118 Blue Drache

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Posted 29 July 2014 - 06:26 PM

Revert to the old module system ... at least then we had an element of required strategy. Right now ... the battlefield looks like the inside of a stoner's car with all the damn smoke popping off.

#119 Past

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Posted 29 July 2014 - 06:29 PM

There's no longer any tradeoff to bringing consumables anymore you don't forgo a mech module anymore by electing to bring something so powerful and you aren't competitive unless you use them every match this is very bad design airstrike heavy matches are completely lame matches in my book.

Also 2 weapon modules when the weapon modules are nearly all the same thing range for heat is very dull. i can only think of about 3 or 4 of my 30ish mechs where its feasible. Also given clan weapon ranges trading worse heat efficiency for tiny range increase on any inner sphere mech is a bad idea seeing as your still going to be so far out ranged better to hope to get close and keep better heat efficiency. Then there are builds like the hunchback 4P with 9 medium lasers (something you sell as a champion load out) you cant use 2 weapon modules on this and using the one possible available one makes the already borderline manageable heat situation with that load out even worse so you just wouldn't do it.

My feedback would be as follows:

Make it so you can sacrifice the 2 consumable and 1 of the weapon module slots for an additional mech module slot would be the simplest. So down where the consumable slots are when you are equipping modules add another mech module slot. if you equip a mech module here it will grey out the 2 consumable slots and 1 weapon module slot so you can no longer place anything there and vice versa if you equip a second weapon module or a consumable module the additional mech module slot greys out and can no longer be used.

Failing that add more weapon modules with varying effects such as reduced cool down traded off for reduced range for example.

Edited by Past, 29 July 2014 - 06:32 PM.


#120 Jabilac

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Posted 29 July 2014 - 06:31 PM

I would love to be able to purchase more then one consumable at a time. Maybe release 5 packs and 10 packs of each consumable.





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