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Why Does The New Module System Feel Like 3Pv All Over Again?


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#21 MilesTeg1982

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Posted 29 July 2014 - 01:00 PM

View PostFlash Frame, on 29 July 2014 - 12:50 PM, said:


...

Wow, tomato vs cabbage argument here much?

Most people barely even use modules, hell I've played competitive in the past and didn't touch em save for a bit of Cool Shot here and there, and maybe some arty/airstrikes/uav on occasion, but any of the you know, grossly overpowered when stacked radar modules and all, no need for them.

People are pissed they can't abuse the system anymore, that's all.


well I don't know how many people use modules since I have no statistics on that (I guess PGI knows how many ...) ... but anyway - modules have been part of Mechbuilds and some modules are really usefull. And since every players does have the choice to use modules or not - it has nothing to do with "abusing the system"!

However - what we will get with the new system is:

- builds with high alpha due to several PPCs - thx to coolshots - don't think that will do any good to the game balance
- massive use of Artillery- and Airstrikes - well that will be in fact be a major drawback for any heavy/assault which is slow slow to get out of the firezone

Edited by MilesTeg1982, 29 July 2014 - 01:00 PM.


#22 Bilbo

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Posted 29 July 2014 - 01:01 PM

View PostMercules, on 29 July 2014 - 12:52 PM, said:



Eheme... BAP! does the job of two of those you mentioned.


So spent money on "luxury" items and is now complaining?

Ahem... Bap is on all my mechs anyway. Spent money on items because they could be equipped. They will no longer be equipped and I now have the choice of selling them back at a loss or just leave them sitting uselessly in inventory.

#23 MilesTeg1982

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Posted 29 July 2014 - 01:03 PM

View PostFlash Frame, on 29 July 2014 - 12:55 PM, said:


Well, while I can agree with you there. most people that took modules took strikes ANYWAY.

So nothing's changed there.

I personally think Clan mechs should be restricted from using Strikes. On top of that Arty/Airstrikes should only be able to be used by mechs with dedicated scouting, or command roles.

so hopefully, this isn't the end of the module system changes, and we'll see further refinement to help reinforce mech roles.


sorry but thats rubbish, in many pugs you rarely see more than 2-3 Strikes and thats with 24 players - now consider 20-30 strikes? Also there are many modules which are more usefull than single strikes - in the past we had to choose - now we don't - so expect a big increase in strikes

#24 Mercules

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Posted 29 July 2014 - 01:04 PM

View PostBilbo, on 29 July 2014 - 01:01 PM, said:

Ahem... Bap is on all my mechs anyway. Spent money on items because they could be equipped. They will no longer be equipped and I now have the choice of selling them back at a loss or just leave them sitting uselessly in inventory.


We all know better than to sell them back. You don't pay rent on your inventory and some year soon they might be useful. Remember all those people who bought and then sold back their NARCs? :(

#25 Zolaz

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Posted 29 July 2014 - 01:08 PM

I rarely ran consumables and I liked being to drop in my mechs without having to switch modules every time. If I am in a group, I like to do combat drops and have mechs ready to go. Unlike some of you, I have been playing since closed beta and just have a lot of modules and mechs. I bought modules because they were worthy it, now all of those used modules are sitting in my Inventory.

This module change severely impacted some people, myself included. Russ came on the boards and said that if a system was drastically impacted then there would be a refund. Well, I feel like I have been severely impacted and looking at PGI for a solution. Telling me to suck up 120 million c-bill loss is bit extreme.

#26 Mercules

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Posted 29 July 2014 - 01:13 PM

View PostZolaz, on 29 July 2014 - 01:08 PM, said:

Telling me to suck up 120 million c-bill loss is bit extreme.


It's not lost. You still have everything you bought. No one forced you to buy 10 copies of Hill Climb, for example.

#27 Bilbo

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Posted 29 July 2014 - 01:18 PM

View PostMercules, on 29 July 2014 - 01:13 PM, said:



It's not lost. You still have everything you bought. No one forced you to buy 10 copies of Hill Climb, for example.

You keep conveniently forgetting the fact that they would never have been bought if there wasn't someplace to put them. These modules were not sitting in inventory. They were equipped. There isn't any place to put them now. New mechs won't get these modules because others are more important to me than the ones now sitting useless in my inventory.

#28 Zolaz

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Posted 29 July 2014 - 01:19 PM

View PostMercules, on 29 July 2014 - 01:13 PM, said:


It's not lost. You still have everything you bought. No one forced you to buy 10 copies of Hill Climb, for example.


If you think I have 10 copies of any module, much less Hill Climb you need your head examined. I have 46 mechs, the ones that I play regularly in groups and solo PUG have their own modules. I have been playing since Closed Beta and have over 7k drops. Our playing experiences and level is just going to be different.

I understand that you were not impacted by this change like I was, but that doesnt mean you need to run your mouth about things you have no clue about.

#29 Apnu

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Posted 29 July 2014 - 01:23 PM

Not a big deal for me. I have enough modules to equip one LRM boat, 1 sniper, 1 brawler and I rotated them around depending on what chassis I was preferring for that role. Sure it meant more time in the mech lab and having to remember what were the last three mechs I used, but that's what I did.

#30 Bhael Fire

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Posted 29 July 2014 - 01:32 PM

I want to know what happened to the Role Modules.

Also, I have no plans to use the Weapon Module slots. Ever. Mainly because they are expensive and useless...and actually gimp your mech more than it buffs it because the heat increase outweighs the trivial range increase.

But whatever...as long as this affect everyone, I guess it's fine. Pointless...but fine.

#31 Curccu

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Posted 29 July 2014 - 02:01 PM

View PostMagos Titanicus, on 29 July 2014 - 12:46 PM, said:

They crippled the module system and ruined the ddc.

I know man! It totally needs to have most module slots and ECM of all Atlais...

#32 Capt Sternn

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Posted 29 July 2014 - 02:04 PM

Ya I don't get the weapon Modules at all. 3M space bucks to add 5 Meters to my S-SRM range. 5 Meters? How about 50 Meters and it would be worth it. My mech takes a step forward and its 5 Meters closer to the enemy. They are worthless.

#33 Curccu

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Posted 29 July 2014 - 02:09 PM

View PostBhael Fire, on 29 July 2014 - 01:32 PM, said:

I want to know what happened to the Role Modules.

Also, I have no plans to use the Weapon Module slots. Ever. Mainly because they are expensive and useless...and actually gimp your mech more than it buffs it because the heat increase outweighs the trivial range increase.

But whatever...as long as this affect everyone, I guess it's fine. Pointless...but fine.

Now mechs with MG's don't have to feel bad taking MG range module.
Also AMS Overload and Range are weapon modules also so no extra heat, just extra range.

#34 Mercules

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Posted 29 July 2014 - 02:18 PM

View PostZolaz, on 29 July 2014 - 01:19 PM, said:


If you think I have 10 copies of any module, much less Hill Climb you need your head examined. I have 46 mechs, the ones that I play regularly in groups and solo PUG have their own modules. I have been playing since Closed Beta and have over 7k drops. Our playing experiences and level is just going to be different.

I understand that you were not impacted by this change like I was, but that doesnt mean you need to run your mouth about things you have no clue about.


Gee.. I used an equal amount of hyperbole? Gods forbid.

#35 Bhael Fire

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Posted 29 July 2014 - 02:19 PM

View PostCurccu, on 29 July 2014 - 02:09 PM, said:

Now mechs with MG's don't have to feel bad taking MG range module.
Also AMS Overload and Range are weapon modules also so no extra heat, just extra range.


Yeah, I'm sure I'll find a use for the weapon slots on a few of my mechs...but by and large, the weapon slots are pointless with most of the current Weapon Modules. In other words, I still think Weapon Modules need to be revisited.

#36 Curccu

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Posted 29 July 2014 - 02:25 PM

View PostBhael Fire, on 29 July 2014 - 02:19 PM, said:


Yeah, I'm sure I'll find a use for the weapon slots on a few of my mechs...but by and large, the weapon slots are pointless with most of the current Weapon Modules. In other words, I still think Weapon Modules need to be revisited.

True, maybe less range for less heat ;) or something.

#37 Chemie

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Posted 29 July 2014 - 02:26 PM

and mech modules, which were the only useful things, get nerfed from up[ to 3 to 1....

#38 Gyrok

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Posted 29 July 2014 - 02:27 PM

http://mwomercs.com/...e-roles-better/

#39 Mercules

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Posted 29 July 2014 - 02:28 PM

View PostBilbo, on 29 July 2014 - 01:18 PM, said:

You keep conveniently forgetting the fact that they would never have been bought if there wasn't someplace to put them. These modules were not sitting in inventory. They were equipped. There isn't any place to put them now. New mechs won't get these modules because others are more important to me than the ones now sitting useless in my inventory.


Yep... they will NEVER be useful again. Like NARC, LRMs, and similar things. You've totally lost your pretend money. There is no way they will every give any mechs 3 general slots as a tweak or make any of them useful.


Look, my point is that no one forced you to buy multiple copies of any module, doing so was a convenience so you didn't have to think about switching things around or take the minute to swap things out. So being "Out Millions and Millions" is inconvenient but not a HUGE loss since you still have the modules and they may again become useful.


You all are angry right now but I think when you calm down and think about it, you might realize you haven't lost much.

#40 Bhael Fire

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Posted 29 July 2014 - 02:30 PM

View PostCurccu, on 29 July 2014 - 02:25 PM, said:

True, maybe less range for less heat ;) or something.


I was thinking more like reduce the range and make the weapon explode if it's fired more than 3 times.





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