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Module Slot System Feedback - 1.3.307


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#281 DemonRaziel

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Posted 02 August 2014 - 04:52 PM

View PostErtur, on 02 August 2014 - 04:11 PM, said:

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

Been asked a few times already and I do hope they will at least respond to the questions. Even if I don't like the response, at least acknowledging the fact that JR7-K got boned by the devs would be a start.

#282 Barkem Squirrel

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Posted 02 August 2014 - 06:12 PM

Before we had just had two slots on most mechs, a few with three and a few with one. After mastering we had most with three, some with 4 and some with 2.

Now that changes good in some ways and bad in others.

The good.
1. It forces the use of weapon module slots. AMS overload and range may be the most used for the short term and others may develop over time.
2. Now we can always have consumables.
3. Consumables are now only activated with the insert key for #1 and home key for #2. Less finding all the keys for cool shots, arty, airstrikes and the uav.
4. All mechs have more module slots over all.

The Bad
1. This will affect the information warfare aspect of the game. Lights can not carry all the mech mods that they use to.
2. The locusts have the most modules right now with 8. Of that 3 are for weapons. How many locust carry 3 different types of weapons on them or even AMS? This will be under utilized.
3. Most players were use to using certain mods and it seems not everyone was using consumables.
4. Most mechs now will be inline with the stalkers for the number of mech module slots.
5. Was anyone even opening up the weapon modules?
6. It forces harder decisions as to what modules to carry.

Other approaches.

1. add two weapon mods and one consumable mod to each mech. Then allow the mech mods to use mech, consumable and weapons mods. This keeps the average mech at 6 module slots after mastery, but also give more choice to using the mech modules.

2. Add two weapon mods and one mech mod. The mech mods and consumables can be used in the mech mod slots, but the weapon mods can be used in all module slots. Again this limits the average mech to 6 slots. It also allows for more choice and variation.

#283 Vahgus

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Posted 02 August 2014 - 07:58 PM

Funny how nobody gives a crap about Timber Wolves..?? I would be happy with the modules I bought back in my inventory and my 3rd mech module slot back on my Timber Wolf, because I worked my butt off to get them. I don't think anyone should be hating on the clan mechs at all since in the actual battletech lore when they first showed up they were better and more advanced than the IS ones anyway. I say if you want to balance things out then give the IS something to counter the clan mechs advantages. If I'm not mistaken in the lore the IS did eventually update their tech to match.

And by the way using the mech with the config I use on the battlefield doesn't make me MECHWARRIOR JESUS although I'd love to be him for a day. I can't believe I even activated premium time to speed things along, but at the sametime I would've had to grind til I was 40 (or at least it would seem like it) to get that I have now. Thanks for the big rewards PGI. Also at this time I have no use for weapons slots so if nothing else allow me to trade in a slot type for another.

Oh and before I forget if you want to keep limits to slot types then limit the slot families to 3 each. The idea being that if I have a mech that can only have 5 slots I can trade a slot from one familiy/type for another, but each family can only have a max of 3 or 4 each. Punishing people for working hard at gaining advantages in your game is not a good thing to do.

Anyway here's to hoping that you can fix this mess.

Edited by Vahgus, 02 August 2014 - 08:33 PM.


#284 Death Mallet

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Posted 03 August 2014 - 01:10 AM

Love the new system. Weapon modules just need a major boost to be worthwhile. And no drawbacks. You pay a lot of xp/credits for them. They don't need to be "balanced out."

#285 MasterBLB

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Posted 03 August 2014 - 01:27 AM

I've already gave my feedback in other thread,so just a link to it:
http://mwomercs.com/...27#entry3599327

#286 DAEDALOS513

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Posted 03 August 2014 - 04:59 AM

View PostNocturnal Link, on 02 August 2014 - 10:17 AM, said:

I've only actually started playing this game for a month and I'm pretty pissed about this (I tried a couple of years ago, but hated it).

My (bitter) thoughts:

First off, with all the other issues and concerns and no complaints about the module system (that I've seen, aside from the weapon modules being pretty much useless), why this? I'll get more into my thoughts on the module system below this--just gotta get this out. Whatever you did with this latch patch, the game has become extremely inconsistent. Just about 1/3 of the games I'm in, there's a large lag spike, followed by a bunch of discos, me being teleported to the face of someone headshotting me, or outright being logged out of the game. Again, I've only been playing for like a month, so this past week has been a noticeable difference for me... IDK how stable it has been in the past, but now, it's like I'm on dial-up and people keep calling my house.

Find the problem and fix it, please. Or don't, whatever; you already got my money. Now onto the module... thing:

I'm broke with C-Bills. I spent many hours this past month working on Mastering my first mechs, the Atlases (pretty expensive); the DDC in particular I spent a lot on, because it had 4 open module slots... I spent MILLIONS of C-Bills which took HOURS of my time up to purchase 4 useful modules for this not-so-great (comparatively to other Assaults now), eventual zombie tank. Now, I can only equip 2 of those four modules. Since I only have one of each super expensive module, I have to swap them between mechs when I change. Since some modules are more important in their usefulness, I'm obviously going to use those for whatever mech I'm in. Now there's absolutely zero point in me owning Target Info Gathering, when I NEED to take Radar Deprivation because of all the LRM buckets out there lately. Had I known this stupid change were to be implemented, I would have saved those MILLIONS of C-Bills for other mechs so I wouldn't get so damn bored of grinding for MORE C-Bills in the same mech over and over on the same crap maps over and over encountering the same lame scenarios over and over (mostly involving air strike after arty strike after air strike after arty strike after NARC punk after LURM fork after NARC punk after LURM fork after Meta-dual-Gauss-dual-PPC-to-the-face-cheese-Whale, etc. etc. etc.)

The weapon modules are f**king dumb. Hmm... spend 1100 GXP and 3mil C-Bills to unlock Small Laser Range 2 which nets me 4 meters of range... FOOOOOOOUUUUUUURRRRRRRRRR... meters of extra range for some added heat per shot. ARE YOU F**KING SERIOUS?! WHO THE F**K EVEN CAME UP WITH THAT?! FFFFFFFFFFUUUUUUUUUUUUUUUUU--

Clan weapon modules, too, as if they weren't already OP? Unless of course that's the point... make everyone envious enough of being dual Gauss/PPC'd to death and spectating others that they'll really NEED to buy into your sellout system. And, then, when everything is available for C-Bills and thousands of complaints about balance have flooded your offices, you'll nerf them; I'm sure everyone will love you for making their $240 purchase equal then. Anyways...

Typos as well? Do you even spell check before you submit a project? What does that say about your company? Seriously...

And, then, you sh*t out this NARC weapon module and put it in the same category as the other weapon modules which is WAAAAAAAAAAAYYYYYYY stronger in comparison to any of the gains that the other weapon modules get; it has ZERO downsides and just throws money at the players who can't aim a weapon that takes even a whiff of dexterity and skill to use. Tell me, why on earth would a Kitfox/Raven/Jenner ever NOT use the NARC module now (if they're that type of player)? Hell, I even see Timberbears and Direwhales using them... I mean, it can still hold Radar Dep. or Target Decay, because that special slot is now empty for them, where as before, they had to sacrifice it for their noob empowering money thrower.

Finally, you throw in two consumable slots, because, why make the game anything like Mechwarrior when we can STRIKE! STRIKE! STRIKE! Aaaaallllll daaaaaaay! Especially the more veteran players that have 47mil C-Bills hanging around to be wasted; or the pros... hell, now they can just roll over the other team even faster; because, there's no real match maker, everyone knows that. Now the pros who know movements and strategy and stuff don't even need to aim: "GUISE! TOSS UP A UAV, I'VE GOT 4000LRMS!" "They shot it down." "Bob, toss up yours then drop arty on them." "No really, it's easy, just point at the ground near them and click--you've got this bro."

"Yeah, well, like, even if you lose, you have enough C-Bills to restock a strike yourself."

"Yeah, well, like, I want those C-Bills for other mechs, because this game gets stale as sh*t running the same thing over and over (as previously stated). And, I don't want to play THAT game. I want to play f**king MECH WARRIOR! CLASSIC, GOOD OL' BATTLETECH STUFF, YOU KNOW!?"

"Yeah, well, like, quit playing then."

...maybe I will, you...

I hope this information is useful.

For a guy who has only been playing for a short while, you really have your finger on the pulse of this game and its' developers.

I enjoyed every word of your excellent post! Powerful stuff!

LISTEN TO THIS MAN PGI!

Edited by DAEDALOS513, 03 August 2014 - 05:01 AM.


#287 DAEDALOS513

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Posted 03 August 2014 - 05:07 AM

View PostBigbacon, on 02 August 2014 - 12:32 PM, said:

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


Anything that reduces customization options for your mechs is a bad thing.. and NO, just adding to the number of slots doesn't mean you can further customize your mech, it just means everyone will now carry the SAME consumables (arty strikes & UAV's) and the SAME few handful of useful weapon modules (machine gun, narc, ams). This is called the COOKIE CUTTER approach where PGI dictates what your mech should be equipped with.

This game gets stale fast with the same maps over and over, and same scenarios over and over. Decreasing customization options kills alot of the fun tinkering in the mech lab.

Edited by DAEDALOS513, 03 August 2014 - 05:08 AM.


#288 FullMetalJackass

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Posted 03 August 2014 - 05:24 AM

can the lobby module slot system be updated so that we can change ALL modules not just the consumables.

#289 Dashwood Fox

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Posted 03 August 2014 - 09:05 AM

Give the 'mechs that had 3 and 4 module slots their extra slots back. That's my only criticism.

#290 Captain Stern

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Posted 03 August 2014 - 03:40 PM

I love how we ( The paying customer ) are supposed to be gentle in our complaints to the staff at PGI. "Be nice " ,"you get more bees with honey". It's clear that there was no demand for the new system, it was built and put in place to promote the use of consumables and weapons modules. Since they have put hundreds of changes into effect, bosting LRMs to uberpowerfullness...the main counter was things like the radar dep. Or the reduced shake mod. Clearly your paying base, the PEOPLE WHO PAY YOUR INCOME, are unhappy with this change. Removing more modul slots that people like is never going to pay you better. Your efforts would be so much more rewarded with offering more game types, more maps, A CHOICE IN HOW MANY PEOPLE IN A FIGHT. All those things would increase game choices, extending the games life. Happy people spend more money, angry people just do something else...I personally pay about 1/3 the time per week vs 6 months ago....AND PLAY LESS AND LESS. I know my complaints will just fall in the same box as "Glass" or " forced expansion to 12 vs 12". The truth is, I want you to succeed, and spending development time on features that piss people off is stupid, repeatedly developing features that piss people off, and rarely addressing consumer complaints Is a sure way for you to be unemployed, and for me to have to wait years for some other team to get the rights, start coding, ect, ect. BUILD STUFF PEOPLE WANT, FIX BROKEN THINGS, WE WILL PAY MORE.

#291 Vahgus

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Posted 03 August 2014 - 06:57 PM

I totally aggree with Captain Stern's statement. I also think that PGI is letting the publisher have the last say in what goes into this product. I'm also starting to think that the Publisher is thinking that this game should have what they want in it and that is stuff that charges us more money for more useless stuff...ultimately.

If the publisher is actually interfereing with this game then they too need to realise that their opinion isn't what pay the bills. Ultimately we pay for the various content in this game and thus pay the bills of the publisher and the developer. All bills and profits associated with this game are paid by us. Any company involved in the gaming industry that doesn't understand that should not be in the business at all.

I love the idea that a Mechwarrior fan owns PGI and is dedicated to making a Mechwarrior game, but it is meaningless if they end up becoming corprate b...h. Those of us who are diehard fans of Mechwarrior refuse to have companies govern what we get to enjoy. We just need developers to make what ask for and not something that continually tests our patiance as well as our limits.

I acknowledge that there is a possiblity of people posting on here that are just copying both haters and likers. I'm posting because I want a real mechwarrior game that is made by a company that listens to me and others like me who play the game avidly even religiously if it is good enough. I also view Mechwarrior Online in its current form as a sandbox for building blocks for a real Mechwarrior so I play in this sandbox as a form of training for the next Mechwarrior.

It has even sparked my imagination as far as ideas for a more complete game that I have written down. However, I won't help make a game that screws over its players...EVER!!!

#292 Styxx42

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Posted 03 August 2014 - 07:19 PM

View PostNocturnal Link, on 02 August 2014 - 10:17 AM, said:

I've only actually started playing this game for a month and I'm pretty pissed about this (I tried a couple of years ago, but hated it).

My (bitter) thoughts:

First off, with all the other issues and concerns and no complaints about the module system (that I've seen, aside from the weapon modules being pretty much useless), why this? I'll get more into my thoughts on the module system below this--just gotta get this out. Whatever you did with this latch patch, the game has become extremely inconsistent. Just about 1/3 of the games I'm in, there's a large lag spike, followed by a bunch of discos, me being teleported to the face of someone headshotting me, or outright being logged out of the game. Again, I've only been playing for like a month, so this past week has been a noticeable difference for me... IDK how stable it has been in the past, but now, it's like I'm on dial-up and people keep calling my house.

Find the problem and fix it, please. Or don't, whatever; you already got my money. Now onto the module... thing:

I'm broke with C-Bills. I spent many hours this past month working on Mastering my first mechs, the Atlases (pretty expensive); the DDC in particular I spent a lot on, because it had 4 open module slots... I spent MILLIONS of C-Bills which took HOURS of my time up to purchase 4 useful modules for this not-so-great (comparatively to other Assaults now), eventual zombie tank. Now, I can only equip 2 of those four modules. Since I only have one of each super expensive module, I have to swap them between mechs when I change. Since some modules are more important in their usefulness, I'm obviously going to use those for whatever mech I'm in. Now there's absolutely zero point in me owning Target Info Gathering, when I NEED to take Radar Deprivation because of all the LRM buckets out there lately. Had I known this stupid change were to be implemented, I would have saved those MILLIONS of C-Bills for other mechs so I wouldn't get so damn bored of grinding for MORE C-Bills in the same mech over and over on the same crap maps over and over encountering the same lame scenarios over and over (mostly involving air strike after arty strike after air strike after arty strike after NARC punk after LURM fork after NARC punk after LURM fork after Meta-dual-Gauss-dual-PPC-to-the-face-cheese-Whale, etc. etc. etc.)

The weapon modules are f**king dumb. Hmm... spend 1100 GXP and 3mil C-Bills to unlock Small Laser Range 2 which nets me 4 meters of range... FOOOOOOOUUUUUUURRRRRRRRRR... meters of extra range for some added heat per shot. ARE YOU F**KING SERIOUS?! WHO THE F**K EVEN CAME UP WITH THAT?! FFFFFFFFFFUUUUUUUUUUUUUUUUU--

Clan weapon modules, too, as if they weren't already OP? Unless of course that's the point... make everyone envious enough of being dual Gauss/PPC'd to death and spectating others that they'll really NEED to buy into your sellout system. And, then, when everything is available for C-Bills and thousands of complaints about balance have flooded your offices, you'll nerf them; I'm sure everyone will love you for making their $240 purchase equal then. Anyways...

Typos as well? Do you even spell check before you submit a project? What does that say about your company? Seriously...

And, then, you sh*t out this NARC weapon module and put it in the same category as the other weapon modules which is WAAAAAAAAAAAYYYYYYY stronger in comparison to any of the gains that the other weapon modules get; it has ZERO downsides and just throws money at the players who can't aim a weapon that takes even a whiff of dexterity and skill to use. Tell me, why on earth would a Kitfox/Raven/Jenner ever NOT use the NARC module now (if they're that type of player)? Hell, I even see Timberbears and Direwhales using them... I mean, it can still hold Radar Dep. or Target Decay, because that special slot is now empty for them, where as before, they had to sacrifice it for their noob empowering money thrower.

Finally, you throw in two consumable slots, because, why make the game anything like Mechwarrior when we can STRIKE! STRIKE! STRIKE! Aaaaallllll daaaaaaay! Especially the more veteran players that have 47mil C-Bills hanging around to be wasted; or the pros... hell, now they can just roll over the other team even faster; because, there's no real match maker, everyone knows that. Now the pros who know movements and strategy and stuff don't even need to aim: "GUISE! TOSS UP A UAV, I'VE GOT 4000LRMS!" "They shot it down." "Bob, toss up yours then drop arty on them." "No really, it's easy, just point at the ground near them and click--you've got this bro."

"Yeah, well, like, even if you lose, you have enough C-Bills to restock a strike yourself."

"Yeah, well, like, I want those C-Bills for other mechs, because this game gets stale as sh*t running the same thing over and over (as previously stated). And, I don't want to play THAT game. I want to play f**king MECH WARRIOR! CLASSIC, GOOD OL' BATTLETECH STUFF, YOU KNOW!?"

"Yeah, well, like, quit playing then."

...maybe I will, you...

I hope this information is useful.

I came here to rage again, But you are so more eloquent.
For a new player you really know what the hell is going on.

I will say, Since Patch Tuesday ZERO DROPS, I WILL NOT DROP EVER AGAIN if they don;t fix this.

#293 JC Daxion

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Posted 03 August 2014 - 08:52 PM

I really don't complain about things changed in this game, in fact tons of what people complain about i have not been bothered by, or thought it was worth changing.. But this? Not finding any silver lining here... I feel ilke many of my mechs have just been Nerfed, and the range increase modules, are so small, that i'm not sure i would use any out side of a few.. (machine guns, and perhaps Med Pulse would be about it)

the balance on these things are not that great, But i do think the idea of a weapon module is a good idea.. Lowering Heat, Lowering recharge, increasing range are all good ideas, but how they are now, leaves a lot to be desired.


To me if you wanted to make changes...

You should of left the mech modules they way there were, and then added slots.. (though i supose you can debate about the mechs that have ECM+ extra slots, perhaps, if ECM is added, it needs a module to make it work?)


1, Original Mech modules, Should of stayed, and then only let you drop in mech modules in them..


2, Add +1 or 2 weapon modules for each mech.. perhaps this could vary depending on the mech, and Variant...

3, Change consumables, to Strikes Only allowed on Light and mediums.. and only one allowed. the last thing this game needed were assault mechs dropping strikes..

4, Allow any mech to use the UAV, Again, this is a very powerful module, so Just one, So a light could use it OR, Strike

5, any mech be-able to use Coolshot, again, this could vary with each mech,, 1 or 2 cool shot slots would of been interesting, again keeping variants different, Or you could also use it in your Strike/UAV slot.. So some mechs could carry 2 or 3 coolshots, but no other consumable, something i could see really helping some of those Laser boats out there especially on the hot maps.. I could see them turning the tide of a battle with proper timing, which to me would add more strat to the game.




To me this would of been a much better change, giving people the option to use the weapon slots, and reduce the over all Strikes in game, And give people more of a reason for cool shot, as flush has always been part of the mech warrior world, but having it limited could be pretty cool in mech strats..


Over all, i think you guys really dropped the ball on this one... IMO, the only people that will like this, are the ones that just had 2 strikes, or a pair of UAV's.... So those players now keep what they got, and get extra modules.. Everyone else on the other hand i think going by what i read really don't like it. I read through every post and 2 only see a couple that had anything that remotely read positivily is pretty bad.. Even the AC nerfs a while back, or LRM's had some people on the side of the patch.. this one outside of what i mentioned, it is basically maybe 1-2%, even on forums that is pretty aweful.

Edited by JC Daxion, 03 August 2014 - 09:26 PM.


#294 QuaxDerBruchpilot

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Posted 04 August 2014 - 02:46 AM

View PostNocturnal Link, on 02 August 2014 - 10:17 AM, said:

air strike after arty strike after air strike after arty strike after NARC punk after LURM fork after NARC punk after LURM fork after Meta-dual-Gauss-dual-PPC-to-the-face-cheese-Whale, etc. etc. etc.


LOL. The most comprehensive metagame description ever! ;) :D

#295 Tim East

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Posted 04 August 2014 - 05:02 AM

Finally experienced the strike-overload that everyone is talking about today. Saw back to back to back air strikes on tourmaline, to which we lost a single Stalker, and my Commando took some slight leg damage from the first of. Pretty cool to look at, but not super effective despite the wonderful coordination that apparently went into it. We won that match something like 12 to-wait a minute, I have the screenie I took because we had no clanners on our team.

Posted Image

Yeah, it was 12 to 3, and I had almost no damage because my missiles were incredibly lucky on the kills. Really strange match. We thought the devs turned on the Clan vs. IS troll button again at first. Guess clan mechs aren't everything.

Edited by Tim East, 04 August 2014 - 05:06 AM.


#296 CaptnCrunch

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Posted 04 August 2014 - 05:08 AM

I logged in today for the first time with this patch. I noted that my Sarah's Jenner had an Invalid Module Loadout so I went into the Modules Section to put at least 2 of the 3 Modules back into my mech (if I remember it correctly I had the Fall Damage Absorber, 360 Degree Target retention and Improved Sensor Range installed). But the Mech lab doesn't show these modules anymore - neither in the Mech nor as "owned" in my Inventory. What happened to the Modules? Are they gone forever? It's about 15.000.000 C-Bills I spent on them...


Problem solved. The modules are back in inventory after saving the new loadout and re-entering the screen.

Edited by CaptnCrunch, 04 August 2014 - 05:20 AM.


#297 Solemkof

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Posted 04 August 2014 - 05:51 AM

Evidently, I've been using the Thunderbolt wrong, mounting a zoom-mod. (to complement a gauss rifle) and a seismic sensor without mastering the mech. That must've been borderline exploiting.
Instead, I should bring some consumables and weapon modules, because abundant airstrikes and additional heat will totally improve the gameplay.[/sarcasm]

#298 Molossian Dog

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Posted 04 August 2014 - 06:59 AM

You forgot to promise you will run on premium time from now on, so you can afford the 80K C-Bills for every game.

#299 joker1974

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Posted 04 August 2014 - 08:56 AM

Post #280 by Nocturnal Link says it all.

-Edit- Logged on, stated a game, got nuked by 7 or more arty whateverthefuckstrikes in a row.. Logged off.

Good game PGI, good game!

Edited by joker1974, 04 August 2014 - 09:01 AM.


#300 Almeras

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Posted 04 August 2014 - 09:05 AM

Arti/Air strike raining like cats and dogs I've seen them spammed relentlessly in some games.

I appreciate them but not in this quantity can you up the timer by 3x or Maybe limit them to certain 'command' mechs.

I rather see a new module take this place 'smoke module' for 20k cBills with a 100m diameter smoke cloud for 10seconds (blinds regular, night and heat vision)





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