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Module Slot System Feedback - 1.3.307


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#161 mailin

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Posted 30 July 2014 - 03:31 AM

A simple change would have been to take all existing module slots and make them mech slots, and add 1 consumable and 1 weapon slot. That would eliminate the current problem which is that essentially all mechs got nerfed across the board unless you already took 2 consumables in your module slots.

PGI, this change needs to be rethought and revised. There weren't enough lights in the game BEFORE the patch. Now that there are fewer available support slots for mastered 3Ls and 5Ds what did you guys think was going to happen? Also, for all of your talk of helping out light mechs get the love they deserve, this patch is a step or several in the wrong direction.

#162 Stah

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Posted 30 July 2014 - 03:50 AM

Art strike doesn't display in my Adder-A when equipped.

#163 Styxx42

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Posted 30 July 2014 - 03:51 AM

REFUND...
You make these kind of changes, you should REFUND ALL costs that players incurred.

I want a full refund of Cbills and GXP for all my mechs.
So I can rework this crap and PERHAPS drop again.
Until something happens I am not dropping.

#164 Anais Opal

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Posted 30 July 2014 - 03:54 AM

View PostGetterRobo, on 29 July 2014 - 05:34 PM, said:

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.


I'm actually seriously considering getting my Clan Pack refunded.

I was wrong to support them after they screw us over again, and again, and again, and.....ad infinitum....

#165 unsouled

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Posted 30 July 2014 - 04:17 AM

View PostZekester81, on 29 July 2014 - 11:17 AM, said:

I do not like the new module system. I am now forced to have two empty slots(in most cases) because of the weapon module slots. The weapon modules are crap IMO, and not worth taking. In most cases it eliminated a useful mech module that I would have preferred, and had until this patch. I would even give up the consumable slots to have the old module system back, cause I only used one at a time, if that. My opinion: it's crap.

I feel the same way I do not use weapon mods mostly because the little bit of range increase is not worth the extra heat. they were not worth taking up the extra mod slot before the patch and now that the mech mods have been traded for weapon mods I am still not going to use them for that reason. I would rather have less weapon and consumable and more mech.

#166 mad kat

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Posted 30 July 2014 - 04:49 AM

Lol i never use modules so i ain't bothered. Situational awareness and anticipation module is all you need an they're both FREE and take up no module slots!!!

Can i add really liking the Cent, Hunch, Dragon and Awesome changes as their some of my favourite mechs! My quad PPC and LL 8Q is even more dangerous now.

Edited by mad kat, 30 July 2014 - 04:51 AM.


#167 Shae Starfyre

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Posted 30 July 2014 - 04:55 AM

I may be in the minority, but I have no issues with this even though some of my loadouts will lack something save the following:

I would have seperated the slots based on something more balance provoking (you should do away with the consumable concept - check box to reload can be dynamic when you add the module). I would rather see them seperated in the following manner:

Electronic Modules (UAV, Sensor Types), Weapon Modules (This could have included Arty and Airstrike), and Mechanical Modules (Hill climb; Shock Absorber; Cool shot); when you look at them from this perspective, then the balance of mechs based on their natural role on the battlefield can be more precise.

Otherwise, I think the change is getting close to what I envision in a module system.

Also, in the future, it would be nice to see the following:

1.) different types of weapon modules like decreased range, decreased damage, but less heat; just a variety to mimic different industry standards/manufacturers.
2.) a method to modify the mechs count through a loss somewhere; perhaps I like my DDC with 4 slots that do not include weapon slots; perhaps, as some have said, with the inclusion of extra tonnage/crit slots, I get an extra module through the use of the command console (but, if it gets critted, I lose that slot and the effects of the module in there); perhaps I am willing to remove crit slots, or hard points to gain a mechanical module? Maybe by using the C Targeting Computer 7, it grants me an extra electronic module (same penalties of loss as the command console).
3.) Of course, with a catagorization as noted above, more electronic and mechanical modules can be devised in balance now that the idea of the catagories exists; it opens the flood gates for the imagination to take hold and create interesting modifications.

#168 Ferromancer

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Posted 30 July 2014 - 05:02 AM

When I couldn't find my mods from my invalid mech, I went into Strip Mech and checked the Mod box, and it brought my mods back into inventory (I didn't want to save the mech if it was an actual bug that had lost them)

#169 Enigmos

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Posted 30 July 2014 - 05:08 AM

OP states that most Mechs previously had a single module slot, a second when fully mastered. The problem with using such simple numbers is qualitative. For me the only memorable Mech that had one slot was the Misery. Every other memorable mech, evry mech I wouldn't sell back for being unsatisfactory (whether I still have them taking up a mech bay or not) began with at least two. The Yen Lo Wang and DD-C, possibly others had three, four when fully mastered.. The developer thought it would be a wonderful advancement to rip away te advantages earned by mastering these mechs, and I confess that I feel considerable resentment about no longer being able to combine my modules as I deem optimal. Some modules quite work well together, and earning the ability to use them together was worth the effort. To steal them back from me feels like a violation.

#170 CaptainFuture

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Posted 30 July 2014 - 06:43 AM

hi!

this module patch is terrible. the weapon modules are all useless, they do almost nothing. nobody will waste cbills or gxp for a tiny advantage that is almost nonexistent. turn the weapon module slots into mech slots, and make them universal so they can take mech and weapon modules. then boost the specs of the weapon modules. for example, the ssrm2 boost level is just 12 meters, that's a bad joke. make it 120 meter range boost with the module and people will use this thing. the same goes for all the other weapon modules, completely useless like they are right now.

bye,

CaptainFuture

#171 DAEDALOS513

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Posted 30 July 2014 - 06:46 AM

View Postdonut overdose, on 29 July 2014 - 07:27 PM, said:

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.

Ya I'm seriously done buying anything else. Modules are NOT cheap. You took away a slot and now my modules are worth 66% of the value I paid because I will only be using 66% of them!

How dare you make this drastic change! Careful PGI, you're GREED is showing!

Edited by DAEDALOS513, 30 July 2014 - 07:26 AM.


#172 Bilbo

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Posted 30 July 2014 - 06:50 AM

View PostOriginalTibs, on 30 July 2014 - 05:08 AM, said:

OP states that most Mechs previously had a single module slot, a second when fully mastered. The problem with using such simple numbers is qualitative. For me the only memorable Mech that had one slot was the Misery. Every other memorable mech, evry mech I wouldn't sell back for being unsatisfactory (whether I still have them taking up a mech bay or not) began with at least two. The Yen Lo Wang and DD-C, possibly others had three, four when fully mastered.. The developer thought it would be a wonderful advancement to rip away te advantages earned by mastering these mechs, and I confess that I feel considerable resentment about no longer being able to combine my modules as I deem optimal. Some modules quite work well together, and earning the ability to use them together was worth the effort. To steal them back from me feels like a violation.

I've decided to look on the bright side now. I'll be using Arty and Cool shot for the first time fuelled by the 60 mil c-bills I'll have when sell back all my extra modules. 750 matches worth of free consumables.

#173 nyknyk

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Posted 30 July 2014 - 06:50 AM

hi there

Also reporting I have lost at least two modules.

Had adv sensor and adv zoom on two mechs, lost the zoom view on both.

Off to lodge a support docket!

#174 DAEDALOS513

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Posted 30 July 2014 - 06:58 AM

View PostFDJustin, on 29 July 2014 - 09:32 PM, said:

I'd probably be pissed if I had 4 mech modules before and was shunted down to 2 / 3, but I'm not convinced this is a bad thing, or a good thing. It means people will have to take trade-offs, instead of all running the most powerful mods with little lost opportunity. And you know what? The reduction in power makes it a little more fair for new players.

As a new player you don't appreciate what a nerf this is to us veterans that have contributed much to the game.

As a new player you don't feel the loss in time and effort it took to buy all the modules that will now sit useless on mech bay shelves.

As a new player you don't feel the VIOLATION of module slots being STOLEN from long-grinded Mastered mechs or on a mech that was purchased solely for its' unique 4 module slots.

AS A NEW PLAYER YOU WILL HOWEVER APPRECIATE THAT WHEN YOU SAY THIS CHANGE IS A GOOD THING FOR NEW PLAYERS IS WRONG BECAUSE YOU ARE NOW GOING TO BE ARTIED 2-3 TIMES PER GAME. PEOPLE DO NOT HAVE TO SACRIFICE A MODULE SLOT FOR AIR/ARTY STRIKES ANYMORE.

Edited by DAEDALOS513, 30 July 2014 - 07:19 AM.


#175 Osis

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Posted 30 July 2014 - 07:16 AM

Hail,

Auto Refill is a great addition +1

Removing the ability to change modules, unless you return to Mechlab is a pain in the ass -1

The price versus gain for weapons modules is a total failure from concept to facilitation -1

So, one step forward and two back (typical PGI Tuesday).

Plus I now have a Battlegrid bug which affects my movement, if I am not moving when I select it I start to move. If I am moving and I select it I then stop. Using the "B" key for Battlegrid.

My feedback is "FAIL" and I cannot imagine how pissed the players are that purchased multiple modules for a very heavy price for each Mech build that have been made totally useless now (the millions of CBills & GXP wasted). Early on I decided to only purchase one of each module and just remove them after every Mech switch so my CBill impact is limited.

To be fair to the players PGI should refund all the module purchases since the nerf, for all players. I purchased a few weapons modules to test and they are a total waste of CBills and GXP.

My advice to new players is avoid weapons mods, keep your CBills and GXP.

Seyla,

Edited by Osis, 30 July 2014 - 07:38 AM.


#176 Enigmos

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Posted 30 July 2014 - 07:18 AM

If I check the box to auto-refill the arty module, and not the airstrike refill checkbox, and do use an airstrike, then when I get out of the match my airstrike has been autorefilled anyway.

#177 DAEDALOS513

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Posted 30 July 2014 - 07:24 AM

View PostOriginalTibs, on 30 July 2014 - 05:08 AM, said:

OP states that most Mechs previously had a single module slot, a second when fully mastered. The problem with using such simple numbers is qualitative. For me the only memorable Mech that had one slot was the Misery. Every other memorable mech, evry mech I wouldn't sell back for being unsatisfactory (whether I still have them taking up a mech bay or not) began with at least two. The Yen Lo Wang and DD-C, possibly others had three, four when fully mastered.. The developer thought it would be a wonderful advancement to rip away te advantages earned by mastering these mechs, and I confess that I feel considerable resentment about no longer being able to combine my modules as I deem optimal. Some modules quite work well together, and earning the ability to use them together was worth the effort. To steal them back from me feels like a violation.

You're right! This is now a dumbed-down system where you have LESS customization, LESS role-specific mechs, LESS modules that will every be used, LESS, LESS, LES.. the only thing we have MORE of is cbill spending and AIR/ARTY SPAMMING!

I'm noticing a trend here and I have a feeling PGI is using the gas company technique. You know where they outrageously increase prices for two weeks, and then slightly lower them, making the new lower price seem generous. Is this what you're doing PGI? Because this strategy is causing you to lose players. I've seen a few of your best players leave and they LOVED this game.

#178 Sudden

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Posted 30 July 2014 - 07:39 AM

I THINK the module system is good. thank you

#179 Clint Steel

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Posted 30 July 2014 - 08:04 AM

I personally understand the nerf, and I think for the most part was a good balancing decision. The 3L and The D-DC were the be all end all varients, why even play the others? So they needed to be balanced, and there is a reason everyone plays heavies in general, so nerfing them makes sense too. Some things make a little less sense to me like my BJ-1X has one less slot than my BJ-1, there was already a balancing of jump jets verse faster engine (though now jumpjets are less effective, maybe they thought that wasn't enough)

I don't care for the consumables, particularly the strikes(i'm mostly ok with cool-shots), so seeing that more people will be bringing them to matches with no trade off doesn't sit well with me.

Should be able to change modules, not just consumables, from the select mech screen, the last thing we need is to have to spend more time clicking in the UI.

For some of those complaining keep in mind that modules are all something that the "noob" isn't going to have access to at all, so even having one slot gives you an "unfair" advantage against them.

No one likes balancing after they get used to playing a certain way, if this were "Beta" still maybe people wouldn't have as much issue....

#180 madmac451

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Posted 30 July 2014 - 08:09 AM

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.

and the lrm boats are screwed too not that screwing lrm boats bothers me much





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