Module Slot System Feedback - 1.3.307
#201
Posted 30 July 2014 - 12:35 PM
Why on hell do developers touch a real non-vital system in a game, when there are more important things to do like communications, map, new mechs and gameplay and spend their programmers on some realy not very important system, which ALL adopted to and balances the game?
Because we have no plans on what to do?
Dead game now, without the clan honor codex implementing too ...
#202
Posted 30 July 2014 - 12:47 PM
Scout lights, cannot carry what they need.(sensor range, adv target decay, radar dep.
Lrm mechs cannot carry what they need. (sensor range, target decay. plus what ever.)
Light hunters cannot carry what they need.(target decay, 360 retention, shock absorber or w/e depending on mech)
Everybody and his dog will have 2 arty strikes, and arty/air strike should never have been introduced in the first place,
Since they are the high point of no skill weapons. Far more so than Lrms ever were.
But I guess since the "leet meta comp" guys all love them, it explains why this was done.
I was a die hard supporter of MWO development until now. But with getting stuck in random small groups vs 12 mans, coupled with this arty spam module patch... not so much. See Founder's tag? Two years of steady improvements, very nearly all of which were good. Last two patches have been off the rails.
#203
Posted 30 July 2014 - 01:17 PM
DAEDALOS513, on 30 July 2014 - 06:58 AM, said:
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.
Except I'm not mentally crippled, and can easily extrapolate based on past experiences and observations. That part of what I said was tongue in cheek. Everything else in your quote is meant to be taken seriously.
Edited by FDJustin, 30 July 2014 - 01:17 PM.
#204
Posted 30 July 2014 - 01:25 PM
Only bad thing:
Weapon module prices. I wanted to start tinkering around with them - and frowned when I saw the prices (3.000.000 CBills per weapon module)
I would pay about 300.000 - 500.000 CBills for one of them, depending on the module level. Right now their impact is simply to small to justify a higher price
#205
Posted 30 July 2014 - 01:27 PM
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While I'm overall pleased with the new module layout, there are some serious holes here:
PROS
-Consumables finally getting their own slots and auto reload feature
CONS
-3,000,000 cbills for a very minor change in 1 type of weapon's range, with drawbacks? Thats the cost of a light mech.
-Copy/paste iteration of clan versions? Couldn't put a "little" bit of effort and at least put up LB2X, LB5X, and LB20X to make it look like more of a serious effort?
I'm glad I only unlocked 2 before looking at the price. You want me to use weapon modules? Make them worth thier cost or drop them to a more appropriate price like 500,000 cbills. How about we get some useful stuff too, like cooling jackets for weapons, or rate of fire increases, or damage buffs (with appropriate drawbacks). This is just coming across as another GXP/CBILL sink in its current implementation.
#206
Posted 30 July 2014 - 01:33 PM
That being said, the Devs dropped the ball tremendously. The Raven 3L, Spider 5D, Commando 2D and Cicada 3M were your true recon Mechs. The 3L had 4 slots. The 5D had 3 Slots. You've essentially stolen 2 slots from the 3L and 1 from the 5D. Others have mentioned that the Atlas has lost 2 mech slots as well.
These Mechs should have continued to have MORE slots than the other mechs. Not you have hamstrung them.
The Raven 3L - 3Mech Slots with a 4th on Master, 1 weapon, 2 consumable. That keeps it in the RECON role.
The Spider 5D - 2 Mech slots with a 3rd on Master, 2 weapon slots, 2 consumable. This keeps it in the RECON Role.
That way the recon mechs can take a UAV and Airstrike or Artillery Strike.
Mechs in the Hvy/Assault class should only get 1 consumable, but 3-4 weapons slots. DDC should have 3 mech slots, 3 weapons, 1 consumable.
I also have to agree with people regarding the Weapon Modules. If you want people to shell out that sort of money, you need to have the other weapon modules in game.. That's the only way they are going to see that they MIGHT be worth it.
I disagree with people who complain about the Jump Jet stuff.. I thing the changes were needed. It's just a matter of getting used to them. I do applaud the devs for having completed all but 2 items mentioned in Dev Log #6.. The 2 items being the Maps and the Unit Creation. Hopefully, PGI, you'll hot fix the modules by the end of the week, and then get us either a MAP or Unit Creation in the next patch..
#207
Posted 30 July 2014 - 01:40 PM
Quote
The Dev Team has heard out your concerns regarding the over-use of Artillery and Air Strikes. With your feedback in mind the following changes are to be implemented within the next 2 patches.
Some have indicated that it is silly for Clans to have access to artillery in the first place, given their philosophical beliefs regarding that weapon system.
With that in mind, Clans will only be able to use Air Strikes.
To balance the Inner Sphere: MechWarriors will have the option to use both Air Strikes and Artillery, but will only be able to field one or the other on each Mech.
Please let us know what you think and update us on how this change will affect your overall impression of the module changes.
Edited by Xeno Phalcon, 30 July 2014 - 01:41 PM.
#208
Posted 30 July 2014 - 01:45 PM
#209
Posted 30 July 2014 - 01:47 PM
Wynteryth, on 30 July 2014 - 01:33 PM, said:
There was a bit of an uproar because they said the mastery module would be a weapon module. Then after the uproar, they corrected it to omni slot.
... After which it got strangely quiet. You could almost feel the weary hesitation on those who were paying attention, as they waited to see if the system would be good / bring useful weapon mods with it.
#210
Posted 30 July 2014 - 01:55 PM
Sheesh, this game is turning into a waste of time
#211
Posted 30 July 2014 - 01:59 PM
I don't use consumables...
You're weapon mods are crap...
Only mods that are actually useful are the mech ones
In essence all you've done is rob me of useful slots.
Take a Raven for example, a 3L had 3 slots previously, 4 if mastered.
It now has 2 if mastered and 1 if not.
Seriously, you guys need to take another look at this because a 50% to 66% nerf is crap.
#212
Posted 30 July 2014 - 02:24 PM
1. Arty/Air-strike
2. Arty/Air-strike (after the new patch this becomes the UAV-spot)
3. Seismic
4. Radar deprivation
5. Are you stupid?
6. They aren't really enhaning the weapons you know
7. WTF? lights don't carry enough weapons for a third weapon slot!!!
Since the mechs with better hard-points no longer have a module-slot penalty I can clear a few mech-bays too now! And since a few mechs with a module-slot bonus no longer enjoy that bonus, I can clear a few more mech-bays!
Great job!! You've made my life less complicated! No more thinking required
All sarcasm aside though, what the hell were you thinking?!?
#213
Posted 30 July 2014 - 03:49 PM
DAEDALOS513, on 30 July 2014 - 03:33 PM, said:
It's more that the language changed.
With the change yesterday, these module slots were taken out, and replaced with varying numbers of:
Weapon slots (limited to weapon modules)
Consumable slots (limited to consumables)
'Mech slots (limited to anything else - and this is the one granted by Master Efficiency.)
"Omni slot" is a proposed type of slot that would work like a module slot did - and the terms are being used interchangeably.
For people who had 4 module slots and were using all of them for 'Mech modules, having only 1-2 'Mech slots would appear to be a nerf. (And if you hear about "stolen" modules, also an interface screw that can be fixed by resaving the 'Mech.)
I hope that makes sense.
#215
Posted 30 July 2014 - 04:04 PM
Xeno Phalcon, on 30 July 2014 - 01:40 PM, said:
To balance the Inner Sphere: MechWarriors will have the option to use both Air Strikes and Artillery, but will only be able to field one or the other on each Mech.
GIVE US BACK THE MODULE SLOTS YOU STOLE! I DON'T USE ARTY/AIR STRIKES, THEY ARE FOR THE WEAK AND UNSKILLED!
#216
Posted 30 July 2014 - 04:09 PM
If you care about consumables, it's great.
I feel cheated spending all of time and effort mastering my Mech for an extra module slot so I can have the only three modules I care about.
At least classify advanced zoom as a weapons module (that isn't locked for the Nova's).
That will give me the two modules that makes my Mechs playable in the style that I desire.
Making decisions just on aggregated data is a slippery slope.
p.s.
My stats are pretty average and un-impressive, but these tweaks you are making typically put my stats in the toilet. It feels like I am being punished because I spent the time to figure out how to optimize my Mech and someone else didn't. I work really hard at being average and just try have fun and you guys finally pissed me off enough to post a rant. <sarcasm>Good Job!</sarcasm>
p.s.s.
Unlocking the weapon modules for the Nova might make me feel better.
#217
Posted 30 July 2014 - 04:10 PM
Sandslice, on 30 July 2014 - 03:49 PM, said:
With the change yesterday, these module slots were taken out, and replaced with varying numbers of:
Weapon slots (limited to weapon modules)
Consumable slots (limited to consumables)
'Mech slots (limited to anything else - and this is the one granted by Master Efficiency.)
"Omni slot" is a proposed type of slot that would work like a module slot did - and the terms are being used interchangeably.
For people who had 4 module slots and were using all of them for 'Mech modules, having only 1-2 'Mech slots would appear to be a nerf. (And if you hear about "stolen" modules, also an interface screw that can be fixed by resaving the 'Mech.)
I hope that makes sense.
Thanks man that helped
#218
Posted 30 July 2014 - 04:35 PM
#219
Posted 30 July 2014 - 05:04 PM
Quote
The Dev Team has heard out your concerns regarding the over-use of Artillery and Air Strikes. With your feedback in mind the following changes are to be implemented within the next 2 patches.
Some have indicated that it is silly for Clans to have access to artillery in the first place, given their philosophical beliefs regarding that weapon system.
With that in mind, Clans will only be able to use Air Strikes.
To balance the Inner Sphere: MechWarriors will have the option to use both Air Strikes and Artillery, but will only be able to field one or the other on each Mech.
Please let us know what you think and update us on how this change will affect your overall impression of the module changes.
Where does this quote come from? This very thread and I just missed it? Because I'd gladly give them feedback they ask for.
Suggestion: If you are so dead set on this idea of split module slots (as was and still is the case with the Ghost Heat), do the money grab in a less obvious way - perhaps remove a single module slot from each 'Mech and turn it into 1 weapon and 1 consumable slot, while turning the remaining 1-2-3 slots into 'Mech slots.
That way you'll make the pilots decide whether to take Arty/Air Strike, UAV, or Coolant Flush, keep enough 'Mech slots for each role to use and promote your weapon slots a bit...
And make the extra "mastery" slot an omni slot for everyone to use as they please.
By tweaking the strike consumables, while step in a somewhat good direction, you are just pretending to be listening to our feedback, while sticking to your decision on the consumable slots.
And while we're at it, and since I have already mentioned the Ghost heat, I'll give you an extra suggestion: Make the limit on (ER) LLs 3, instead of 2, to give it at least a slight advantage over the PPC PPFLD and separate LPLs from (ER) LLs for the ghost heat grouping.
I know most people would rather see GH gone for good, but let's face it - it's here to stay, so we might as well try to tweak it in a reasonable way... And I am sure it's gonna be the same with the module slots now.
Edited by DemonRaziel, 30 July 2014 - 05:07 PM.
#220
Posted 30 July 2014 - 10:49 PM
Quote
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Annoying, groundless posts for which I really wish there was a "dislike" function here on the forums.
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Feedback.
More than 1 weapon module is not needed since the benefits of said modules are too little. There seldom is more than one big emphasis of a weapon in a build. And the 3rd on Mechs like the 20t Locust is just completely useless.
I see the problem of weapon modules becoming "must haves" if their benefits were substantial. But right now, they are just little range enhancements for a little more heat. No variety in any of them, like a +100m Tag Laser. Or a Large Pulse Laser module for -50% duration, +35% heat and -50% range.
One complaint seems to be that people can't take both their build-specific modules AND the superior "must haves" to take in every single match. I am in favor of that.
And I will call the Seismic module with the current range still a cheat module.
Offering 2 consumables on every Mech is something I don't look forward to. 6 to 12 UAVs and Artillery Strikes every match... (Offer to trade in 1 consumable + 1 weapon for 1 additional Mech Module slot?)
Edited by GoldenFleece, 31 July 2014 - 01:55 PM.
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