Module Slot System Feedback - 1.3.307
#161
Posted 30 July 2014 - 03:31 AM
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
Posted 30 July 2014 - 03:50 AM
#163
Posted 30 July 2014 - 03:51 AM
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
Posted 30 July 2014 - 03:54 AM
GetterRobo, on 29 July 2014 - 05:34 PM, said:
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
Posted 30 July 2014 - 04:17 AM
Zekester81, on 29 July 2014 - 11:17 AM, said:
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
Posted 30 July 2014 - 04:49 AM
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
Posted 30 July 2014 - 04:55 AM
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
Posted 30 July 2014 - 05:02 AM
#169
Posted 30 July 2014 - 05:08 AM
#170
Posted 30 July 2014 - 06:43 AM
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
Posted 30 July 2014 - 06:46 AM
donut overdose, on 29 July 2014 - 07:27 PM, said:
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
Posted 30 July 2014 - 06:50 AM
OriginalTibs, on 30 July 2014 - 05:08 AM, said:
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
Posted 30 July 2014 - 06:50 AM
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
Posted 30 July 2014 - 06:58 AM
FDJustin, on 29 July 2014 - 09:32 PM, said:
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
Posted 30 July 2014 - 07:16 AM
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
Posted 30 July 2014 - 07:18 AM
#177
Posted 30 July 2014 - 07:24 AM
OriginalTibs, on 30 July 2014 - 05:08 AM, said:
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
Posted 30 July 2014 - 07:39 AM
#179
Posted 30 July 2014 - 08:04 AM
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
Posted 30 July 2014 - 08:09 AM
Trevor Belmont, on 29 July 2014 - 10:48 AM, said:
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
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users






























