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Module Slot System Feedback - 1.3.307


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#121 FumingGorilla

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Posted 29 July 2014 - 06:34 PM

When i equip artillery accuracy module the artillery doesnt even appear when in game. Worked fine before latest patch.

#122 process

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Posted 29 July 2014 - 06:37 PM

This isn't about the module slot system per se, but it's worth noting that the IS ballistic weapon modules still reflect the old 3x maximum range values.

#123 Cableless

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Posted 29 July 2014 - 06:40 PM

I have enjoyed an awesome 20 month stretch of really cool moments in this game. This patch was not one of those moments. Getting my DDC nerfed in the current metagame where IS assaults are already struggling just does not make sense. I don't want to be OP. I just want to have fun whenever I get the rare chance to drive my giant robot. A simple request.

#124 Neozero

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Posted 29 July 2014 - 06:45 PM

I think if your gonna break it up like this you should have given all mechs a base of 2 mech modules and unlocked a 3rd at master. Weapon module slots are pretty much empty in the majority of my mechs because all weapon modules are pretty much pointless. only ones I can see myself using now are AMS related or MG related which to me does not warrant loosing mech modules for.

While I support an overhaul of the module system this implementation was poorly thought out imo. with a lack of diversity in the two other categories and now pretty much ensuring that UAV/Art/Air will be even more wide spread then they where before. not that I have a problem with UAV, but giving all mechs two consumables is just going to encourage the art/air spam.

On another point slightly off topic I think it was totally unnecessary to give clan weapons range extensions given they already out class every IS weapon in range with the exception of the SRMs. I could have understood a beam duration drop coupled with a heat boost to compensate for more energy being dropped in a shorter time. With Ballistics and Missiles getting a faster recycle time for a heat gain as well.

#125 tetefroid

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Posted 29 July 2014 - 06:48 PM

Well PGI (pseudo geniuses incorporated ), you did it, you finally ****** this game up enough for me to give up on it. you ****** my custom ddc with you moronic module slot change. **** you, I'm out.

#126 BleuDeath

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Posted 29 July 2014 - 06:51 PM

I can no longer change mech modules from the home,select mech menu.That sucks.
If you are going to force weapon module use please make the weapons modules
useful.

#127 SVK Puskin

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Posted 29 July 2014 - 07:03 PM

View PostBludeth, on 29 July 2014 - 06:51 PM, said:

I can no longer change mech modules from the home,select mech menu.That sucks.
If you are going to force weapon module use please make the weapons modules
useful.


Yeah becuase current weapon modules are joke! Adding 5 or 10 metres and extra heat is ridiculous! It should be much more range without extra heat but only for IS Mechs. :huh: Weapon modules for Clan Mechs should be different, for example: less heat or duration or cooldown.

#128 Groundpound Devalis

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Posted 29 July 2014 - 07:08 PM

This is only the tip of the iceberg. Not enjoying this change at all. I was never a consumable junky, in my mind it takes away from the game(Minus UAV). SO I might honestly be biased. But holy hell every time I turn around you DEVs are telling me I can't play this game the way I want to.

I get two whole weapon modules. Weapons modules are a joke. I get two consumable slots, if I used them it was one for a UAV.

I get one of the actual useful modules. gone are the days of seismic, radar dep, and say adv zoom for those of us who fire PPCs at max range.

We talk about role warfare and how important it is, then you take steps to take that away. Mech Modules allowed not only people to play how they wanted but in the ROLE they wanted.

Massive steps backwards today PGI.

#129 Rigmoran

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Posted 29 July 2014 - 07:09 PM

I see plenty of arguements for why this is bad but I didn't see a mention of the huge C-Bill grab. One more once they are trying to get us to cut into our stockpiles. I like my stockpile. I can buy w/e mech whenever I want because I'm not spending millions on tons of modules. Let me swap them easier and stop telling me which ones I have to use because the weapon modules are fairly weak and way too specific to be useful on vary many mechs.

#130 R5D4

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Posted 29 July 2014 - 07:18 PM

View PostRigmoran, on 29 July 2014 - 07:09 PM, said:

I see plenty of arguements for why this is bad but I didn't see a mention of the huge C-Bill grab. One more once they are trying to get us to cut into our stockpiles. I like my stockpile. I can buy w/e mech whenever I want because I'm not spending millions on tons of modules. Let me swap them easier and stop telling me which ones I have to use because the weapon modules are fairly weak and way too specific to be useful on vary many mechs.


Pretty much this ^
I do see some benefit for builds like the Jenner F (previously only 2 module slots) and the Ember (3 slots) which, thanks to this change, can now fit an air strike, an arty strike, Radar Deprivation, Shock absorbance (then two unused weapon bays cause why bother).

So yeah, I expect to see a LOT of air and arty strikes for the next few days.

#131 donut overdose

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Posted 29 July 2014 - 07:27 PM

I spent too much time, real money, and in game currency on modules. I do not appreciate loosing 1 mech slot. Bring it back please. As a form of protest I will not buy anything unless the 3rd slot is returned.

#132 Enigmos

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Posted 29 July 2014 - 07:29 PM

I dislike the change. I prefer being able to mix my modules in a manner that I deem optimal. I dislike the system deciding what I will take for me. One 'mech' module is inadequate, and two aren't adequate either.

Edited by OriginalTibs, 29 July 2014 - 07:29 PM.


#133 Arkbird_

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Posted 29 July 2014 - 07:40 PM

Just chiming in what I thought. The whole two consumable thing really ruins some of the tactical thought put into deciding whether to put into mechs some mech modules or consumables... Now there is no question what to do. Really ruins the tactical gameplay some. Especially with the new convenience of auto refills because now if you DON"T run consumables you are 100% hurting your team because there is no tactical reason not to for target decay and such modules etc...

Since I run a kit fox with S arm most of the time (only clan mech i could afford as a college student... Shouldn't have bought ANYTHING but i love mechwarrior too much to not support it) I'm with my team most of the time and those artillery strikes can basically remove over 1/4th of my armor and possibly leg me and I would never even know until I was getting shelled! Total bummer. Especially if a good hit takes a leg and im limping all match from full health to legged or one good hit away from getting legged.

Are you TRYING to get light mechs to hit 0%? They are low enough as is, this is just another reason not to be a light mech pilot. Just a mini complaint that these changes may ruin the way I play the game until heavier clan mechs that can take a arty shot come out for cbills so until then you won't be seeing me much on the battlefield.

#134 Kraven Kor

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Posted 29 July 2014 - 07:47 PM

This is a bunch of garbage. Give me my three to four mech module slots back.

Want me to use weapon modules? Give me those slots on top of the three to four actually useful mech module slots. Make them actually useful.

Bull ____.

#135 Burning2nd

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Posted 29 July 2014 - 07:59 PM

inventory glitched now

Do not like it... worked hard for a 3rd slot....

Edited by Burnin2nd, 29 July 2014 - 08:18 PM.


#136 AC

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Posted 29 July 2014 - 08:05 PM

I just want to find my modules. When module cost twice as much as the mech they are on, I need a quick way to find them and swap them between mechs. I am sick of playing "Module Hunt" in the interface.

#137 AC

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Posted 29 July 2014 - 08:23 PM

I feel like I should explain why weapons modules are worthless, because I don't think PGI understands why.

1) You made an environment where bigger engines are all bonus and no negative. They have better cooling, give the mech better turn ratio (which makes no sense BTW), they are faster and harder to hit, etc. So most mechs are going as fast as possible. This is important for #2

2)You simultaneously made an environment where mechs struggle with heat CONSTANTLY. I have not seen a highly successful single heatsink mech yet... and yes.... I have tried my hardest to make them work. This is important for #3

3) Your weapons modules increase range slightly for increased heat. We have mechs that can cross 5meters in a fraction of a second, yet struggle with heat, and you want us to make our weapons fire 5m further and be hotter? Are you playing the same game as the rest of us? On top of that they cost an insane amount of Cbills. Any sane player will pass.... (and they have, as far as I can tell)


A better solution would have been longer range for ballistics for a decrease in firing rate, or an increase in firing rate for a decrease in range. For lasers, a decrease in firing duration for a decrease in range, or an increase in firing duration for an increase in range would have been neat. LET US CHOOSE! Telling us we NEED to take your flavor of weapons module is really really stupid. Most games with modules like this allow players to pick modules that suit their play style. If you get creative, I am sure you can come up with 3 or 4 flavors of weapons modules for every weapon type. And no... it should not only affect small lasers (for example) it should affect ALL LASERS, but there should be multiple flavors of laser module, ballistic module, LRM module, and SRM module. That way we can design mechs the way we enjoy, and the modules will actually represent what they are suppose to... pilot skill quirks.

#138 IceFyre

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Posted 29 July 2014 - 08:24 PM

Here's a new wrinkle unless I missed something... I have 4 Catapults, C4, C1, A1 and Jester. All are mastered. the C4, C1 and Jester now have 2 consumable, 2 mech and 2 weapon module slots. The A1 has 2 consumable, 3 mech and 2 weapon module slots. Where the heck did my bonus master mech module slot go on the C4, C1 and Jester?

#139 Chaosity

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Posted 29 July 2014 - 08:25 PM

I AM PGI! I AM A MECH GOD!

Dear worshippers, I make you this promise: If it's not broken I will fix it until it is.

#140 MaxFool

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Posted 29 July 2014 - 08:57 PM

View PostAC, on 29 July 2014 - 08:23 PM, said:


2)You simultaneously made an environment where mechs struggle with heat CONSTANTLY. I have not seen a highly successful single heatsink mech yet... and yes.... I have tried my hardest to make them work. This is important for #3



Challenge accepted.

http://mwo.smurfy-ne...63e69a41de6ec83





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