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Module Slot System Feedback - 1.3.307


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#261 VXJaeger

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Posted 31 July 2014 - 11:02 PM

View PostDAEDALOS513, on 31 July 2014 - 03:05 PM, said:

So whats to like then? The slots they removed? or the arty spam experienced in every game now?

The fact that you can't have it all, and need really think which useable modules support your playstyle best way.

Edited by VXJaeger, 31 July 2014 - 11:02 PM.


#262 mad kat

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Posted 01 August 2014 - 01:36 AM

Here's an Idea only light mechs can carry arty and air strike modules.

Seeing as everyone loves them so that might just get them out of their Direwolfs, timby's and Fatlass which seems to be the bulk of lances these days.

I'm bored of running around a corner and going oh look shock horror another P2W overpowered firepower is everything i must bee seen to be all high and mighty assualt mech. Its rather pathetic if you ask me the obsession with assualts and firepower figures.

Edit: how about lights are able to carry more modules. I.e. the bigger mech the less module slots it has that will help thin out the assualt mechs that are supposed to be hard to get. But then that would also mean lots of fast spiders and locusts running up dropping an artillery shell on your arse then disappearing again will end up like this:

Posted Image

Edited by mad kat, 01 August 2014 - 01:41 AM.


#263 Stile3081

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Posted 01 August 2014 - 03:44 AM

you remove all my modules and they don't save, put them back all my ultra zooms has disappeared not happy with this

Are you at PGI try to get rid of founder and other players with these type of "updates" that have not been properly tested, poor work PGI

#264 DAEDALOS513

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Posted 01 August 2014 - 04:01 AM

View PostVXJaeger, on 31 July 2014 - 11:02 PM, said:

The fact that you can't have it all, and need really think which useable modules support your playstyle best way.

Just the opposite, now there is LESS thinking involved. NO ONE will ever use the less useful mods like speed retention or shock absorbance, etc. They will 90% of the time go for seismic and radar dep.. do u not see this? There is less room for tinkering in the lab..

#265 StealthSlicer

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Posted 01 August 2014 - 04:27 AM

Normally I’m a reasonable person who won’t do things like this but, since most of my mechs are now screwed over and no longer capable of fulfilling their roles properly, I feel this sums up my feelings:

PGI, what you just did is one of the most insanely idiotic things I have ever seen in a game. At no point in your rambling, incoherent doings, were you even close to anything that could be considered a rational action. Everyone’s mechs in this game are now worse off for having experienced it. I give you no money, and may Ceiling Mech have mercy on your soul.

(For anyone who didn’t catch the reference)

Edited by StealthSlicer, 01 August 2014 - 04:29 AM.


#266 Vahgus

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Posted 01 August 2014 - 12:53 PM

View PostPast, on 29 July 2014 - 06:29 PM, said:


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.



Thanks to this update I have to ask myself. WHY THE HELL DID I WORK MY ASS OFF TO GET THAT THIRD GENERAL MODULE SLOT? I don't have a ton of mechs at all at least not that I use. I did buy the top clan collection package, but out of that and pretty much the rest of my collection I use I Timber Wolf which I just finally got modded the way I like. Of course I do agree with the greying out slot idea, but I'm mostly pissed off, because I no longer have that third slot and like many others I never bothered with any of the weapon modules at all. After reading their description they never really appeared that useful to me at all.

My mods all went mostly to range and survival, because of the loadout on my mech which I had to sack armor to get. So thanks to this update I have a mech that will still have its same weapons loadout, but is also now back to the orginal module config that I had for a while and worked so hard to change. I can likely get used to the already ****** update as long as there are 3 mech slots. There were 2 slots to begin with and the chance to get a third so why take away the 3 and give us a river of nerfed mech config's.

That river btw is already being illuminated by many others putting their 90 cents in in earlier posts. I say 90 cents, because I suspect that many of them like me are only still playing this game after an update like this due our being very avid and even devoted fans of this family of simulator games. Honestly if I weren't a battletech and more specifically Mechwarrior fan I would likely get my clan pack refunded and I would also want $1503.38 (7,516,924 /5000) for my current amount of c-bills that I earned in game as stress pay for my troubles.

I should also meantion that I now have to go rebuy the modules I already had loaded onto my mech.

Edited by Vahgus, 01 August 2014 - 01:05 PM.


#267 Blackhowl

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Posted 01 August 2014 - 04:32 PM

Gotta say, I really hate the changes. I don't use consumables, I don't use the weapon modules, and I lost all the slots I do use: the "mech" modules.

Suggestion: allow pilots to trade 2 slots of 1 type for 1 slot of another type. For example, if I don't use consumables, I could trade my 2 consumable slots in for a mech or weapon slot, or visa versa. That would allow for good variety and would add even more customization.

#268 EnC3PhAL0P4TH1C

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Posted 01 August 2014 - 05:55 PM

Just a friendly reminder...

The mech bay and UI are still TERRIBLE. Spend your resources fixing things like that and make the game more user friendly instead of breaking things. Then I would start spending money again.

Instead you have broken the well established roles of my favorite mechs for the sake of increasing the grind time. Suddenly I can't use my mechs the same way they have been played for OVER A YEAR???? What a slap to the face.

Posted Image

Edited by superflykicks, 01 August 2014 - 05:56 PM.


#269 Tim East

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Posted 01 August 2014 - 05:59 PM

I don't really hate the changes, but then again, I mostly pilot mechs that came out ahead in the trade off. It's nice to see a lot of lights being exceptions to the rule in many cases as they need something to help them out pretty badly, though why I need three weapon module slots when I only have energy weapons is a bit puzzling.

I do get the feeling that this wasn't quite thought out as thoroughly as it ought have been, since there are a lot of mechs that just fell into this blanket of "this is the standard, deal with it." I would personally like to see something like Koniving's thoughts on giving different variants different modules implemented, since it would potentially buff previously unused chassis a bit and hopefully guide mechs toward the mysterious unseen paradigm of "role warfare."

With that said, this is good enough for now, fix the new random lag spikes first please.

#270 Vahgus

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Posted 01 August 2014 - 08:19 PM

I felt compelled to mention that companies in the gaming industry who have told their customers to just deal with it, because it is the standard are either not doing so well or do not exist anymore. If you want to get broke and not more customers do a whole bunch of stupid crap to your product and then tell your customers that it is the standard deal with it and see what happens.

The fact there are already more than 270 posts and the majority of them state you screwed up should be a very clear message that you could lose big if you don't fix your mess. Congrats PGI and I even have jot notes for an even bigger game that uses the tech from this one. I'm not sure you are worthy of that file though...not now anyway.

#271 Sandslice

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Posted 01 August 2014 - 09:13 PM

View PostVahgus, on 01 August 2014 - 08:19 PM, said:

I felt compelled to mention that companies in the gaming industry who have told their customers to just deal with it, because it is the standard are either not doing so well or do not exist anymore. If you want to get broke and not more customers do a whole bunch of stupid crap to your product and then tell your customers that it is the standard deal with it and see what happens.

The fact there are already more than 270 posts and the majority of them state you screwed up should be a very clear message that you could lose big if you don't fix your mess. Congrats PGI and I even have jot notes for an even bigger game that uses the tech from this one. I'm not sure you are worthy of that file though...not now anyway.

Have you filtered those for content, motive, and possible follow-the-bleater?

First, toss any complaints about weapon modules or OMG ARTILLEROCALYPSE, because both of those are being addressed.

Second, the largest remaining objection - "taking away choice" - should be interpreted "taking away my ability to use a certain meta setup that required 3 'Mech modules, because my preferred variant cannot into 3 'Mech modules anymore."

Before the change, only six variants had 3 base: most of the complaints come from two of them, the RVN-3L and AS7-D-DC, both of which have ECM.

Any complaints you might read about the JR7-K (and I'm as noisy as anyone around here about Jenny K) are because the changes caused it to become a rook to the JR7-D's queen; that is, every -K config you can dream up can be duplicated in every detail on the -D, and the -D also has an additional Missile Hardpoint centerline. (Before the change, the -K was one of those six variants that had 3 base; now even its modules are the same as the -D.)

----

Then, finally, modules are free riders in the 'Mech customisation "economy," as you don't pay the "currency" (tonnage and/or crits) for them. That itself is a whole nother issue of game philosophy though...

#272 mohican83

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Posted 01 August 2014 - 10:02 PM

I do like the new module system which gives you more volume of choice per most Mechs. I am one of many who did get screwed out of 5 or more weapons modules that took multi millions of dollars earned when they just vanished. It was mainly the LASER weapon modules that disappeared from my mechs with no compensation. At least we should have gotten our C-Bills back.

#273 Myc

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Posted 02 August 2014 - 05:39 AM

I apologize for not reading this entire thread, maybe this has been mentioned. The new module system has obsoleted the JR7-K, and I am sure other mechs as well. The only advantage the K Jenner had over the D Jenner was an extra module slot. That is gone. They are the same mech now, except the D Jenner has an extra missile slot. The K Jenner is officially worthless. I have no doubt there are others. I don't know how this patch got applied without something like this getting noticed.

#274 DemonRaziel

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Posted 02 August 2014 - 06:14 AM

View PostMyc, on 02 August 2014 - 05:39 AM, said:

I apologize for not reading this entire thread, maybe this has been mentioned. The new module system has obsoleted the JR7-K, and I am sure other mechs as well.

Yes, it was mentioned a few times, but it never hurts to reiterate this.
From what I recall, this affected SDR-5V, RVN-3L, AS7-D-DC and CN9-YLW, in addition to Jenner-K.

The Spider and the Centurion only lost 1 'Mech slot, as they now have 3 after mastery (and gained 2 weapon and 2 consumable slots they may, or may not have wanted).

The Atlas got hit the most - losing 2 'Mech modules and getting 2 consumable and 1 weapon module slots in return (although I guess it doesn't really matter whether you have 1, 2 or 3 empty weapon module slots) and the Raven lost 2 'Mech slots for 2 of each others, just like the Jenner.

While could be argued that nerfing the 3l and the D-DC was done in the name of balancing these ECM-enabled variants, there is no excuse for what was done to the poor Jenner-K. As has been already said, the variant is now worthless in comparison to it's brethren who have better/more weapon hardpoints and the same number of module slots. Heck, the Jenner-F even got a buff, despite it already being quite popular with only 1 module slot pre-mastery before this change. Also, the hero Jenner Oxide now has an extra module slot over the F, K and D.

I do hope it was just an oversight on the side of the devs, but it still makes me wonder if they actually play the game they work on and think in depth about what they are doing and what the consequences will be.

#275 Ryvucz

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Posted 02 August 2014 - 07:12 AM

View PostDeztroyer, on 29 July 2014 - 10:52 AM, said:

From http://mwomercs.com/...invalid-mechs/:



Just save them again and see if it works.


Oh sneaky.

I ended up using GXP to "unlock" it to see if it was due to my limited not having a hard skill learned. Oh well. Shoulda checked here first. :P

- EDIT -

Also, why isn't LRM range a module? There's always been LRM specialists in MechWarrior/MechCommander/>insertMechgametitlehere<.

Edited by Ryvucz, 02 August 2014 - 08:56 AM.


#276 Harv

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Posted 02 August 2014 - 11:18 AM

The best thing that came out of this patch is all these tears.. Keep up the good work guys.

#277 Bigbacon

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Posted 02 August 2014 - 12:32 PM

I'm kind of OK with the new module changes. Modules shouldn't be the end all of the game anyway.

Thing I do have a problem with is the IS weapon module. Now I use some of them already and have been but they need a buff all around especially SL/SPL, MPL, and LPL.

Give the lasers a buff please.. and let the LL one also change the ERLL. IS weapons are in need of this since the clan weapons are all reach out across the map and hit you.

I reall think they a should just make consumables different types of consumables.

Give you two slots but make them offensive and defensive
1: Arty or Air
2. UAV or Coolshot.

Edited by Bigbacon, 02 August 2014 - 12:33 PM.


#278 DAEDALOS513

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Posted 02 August 2014 - 02:35 PM

View Postmohican83, on 01 August 2014 - 10:02 PM, said:

I do like the new module system which gives you more volume of choice per most Mechs. I am one of many who did get screwed out of 5 or more weapons modules that took multi millions of dollars earned when they just vanished. It was mainly the LASER weapon modules that disappeared from my mechs with no compensation. At least we should have gotten our C-Bills back.

You are new to the game so I'll forgive you when you say you 'like' the new module system. I could tell right away you were new as soon as I read you purchased 5+ weapon modules (laser modules at that). Then when I saw you had 2 posts that confirmed it. I gotta say, the only reason you like the system is because you are new. You see more slots and think, 'hmm I had 3 before, now I have six. That must be a good thing.'

No disrespect to you, but no veteran of the game would waste a penny on weapon modules (let alone laser modules) except for a couple of them. 99% of them are BEYOND useless. As for consumables, those are pretty darn silly if you ask me. They cost alot of cbills for what they do, and just like most players, you can never have enough C-billage.

The only slots with real value are the 'mech slots.' And these are the slots PGI has stolen from all of us. Now that there are fewer slots, many of the quirkier, frill modules will NEVER get used and therefore all mechs will start looking the same with LESS role diversification. This is NOT a good thing.

Anyway, I don't want to sound preachy so I'll stop...

Welcome to MWO and see you on the battlefield!

PS. As an experienced player I recommend the seismic & radar deprivation modules to start (my personal fav is Target Info Gathering but I can see from the forums not many people use it).

Edited by DAEDALOS513, 02 August 2014 - 02:39 PM.


#279 Ertur

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Posted 02 August 2014 - 04:11 PM

I think it would be nice if PGI were to indicate what possible reason there would be to have a JR7-K now.

Before:
JR7-D has one more missile slot than the JR7-K
JR7-K has one more module slot than the JR7-D

Now:
JR7-D has one more missile slot than the JR7-K
JR7-K has one less missile slot than the JR7-D

Aside from these differences, they are the exact same mech.
What possible purpose does the JR7-K have now?
An answer would be nice.

#280 Molossian Dog

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Posted 02 August 2014 - 04:51 PM

Weapon modules add nothing to the game.
They add nothing to the gaming experience.
Nobody is having more fun because of them.

Stop trying to shove them down our throats.

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I will not say one word about 48 possible artillery/air strikes in one game.
I would violate the forum rules.

Edited by Molossian Dog, 02 August 2014 - 04:57 PM.






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