The New Module Configs Would Be Great But.....
#1
Posted 29 July 2014 - 12:21 PM
Consumables are 40k a pop to purchase and absolutely do not give me a 40k plus return on their use per match or really even a chance at a 40k plus return per on a match.
Right now I am trying to save for Clan mechs and I figure I am going to need well over 100 million C-bills for all the ones I want plus outfit them. No way in hell I am going to dish out 20-30% of my reward for 1 consumable much less 2. Granted I am sure there are quite a few people with more C-bills than god but I am not one of them so all the patch does here is add 2 useless slots for me.
I am not sure how to make consumables more appealing other than make them really cheap but I have to be honest and say, that isn't a solution because we already see way too many arty and air strikes in the game.
Weapons Modules. Ok I am sorry, there just isn't any benefit to these. 3-10m extra range isn't noticeable and most of my mechs are on the razor edge of heat balance so I am absolutely not going to want anything that adds heat. Also these near worthless modules are like 3 million each. I mean hell I can buy a IS light mech for that price.
This one is a simple fix. Make the buff more useful and remove the nerf. For example, make the module for the medium laser give 50m more range with no heat heat penality and then yes it is worth spending 3 million on because at this point the buff becomes actually noticable.
The second option is reduce the price of the modules to like 100k each but you would still have to remove the heat penalty.
Note to PGI: I know these are suppose to be C-bill sinks but lets talk about this a second. Right now due to the extreme cost of modules, most people only by one copy then move that one copy from mech to mech. However if you make them cheap enough, most people will buy one for each mech instead if for no other reason than for the convenience. In the long run people buying 40 modules at 250k each will sink more than someone buying 1 at 6 million.
#2
Posted 29 July 2014 - 12:24 PM
#3
Posted 29 July 2014 - 12:27 PM
Edited by El Bandito, 29 July 2014 - 12:30 PM.
#4
Posted 29 July 2014 - 12:28 PM
Also, we need far more weapon mod types, in addition to making existing ones not suck. Cooldowns, heat, damage, and/or unique weapon mods would add some variety.
#5
Posted 29 July 2014 - 12:32 PM
FupDup, on 29 July 2014 - 12:28 PM, said:
That is ideal, but sadly Arty was simply crowding out other module options due to being too good. My Stalkers before had to abandon Seismic to squeeze in Arty in addition to ATD module, but now I can have everything I want+AMS modules.
Again, modules should compete with each other, but it simply wasn't the case when it came to Arty.
Edited by El Bandito, 29 July 2014 - 12:33 PM.
#6
Posted 29 July 2014 - 12:33 PM
El Bandito, on 29 July 2014 - 12:32 PM, said:
That is ideal, but sadly Arty was simply crowding out other options due to being too good. My Stalkers before had to abandon Seismic to squeeze in Arty in addition to ATD module, but now I can have everything I want.
I always went with Seismic Wallhack and then other passive mods of choice (after the Clan patch, add in Radar Derp), even in spite of arty/air's pwnsomeness. But now I lose that choice.
#7
Posted 29 July 2014 - 12:36 PM
FupDup, on 29 July 2014 - 12:33 PM, said:
Yeah, Radar Derp is without a doubt top tier module, but I think the AMS modules can make up for it, at least partially.
#9
Posted 29 July 2014 - 12:45 PM
William Mountbank, on 29 July 2014 - 12:38 PM, said:
Only on the mechs where you didn't lose any general mech modules.
This is a good point. My long range T-Wolf always used Radar Dep, Siesmic and Advanced Zoom, now it is short one slot so I got to give up something and like I mentioned the OP, I can't justify the 40k (80k now with two consumable slots) when I have so much else to spend money on and I will never use weapons modules until they provide a real buff without the attached heat nerf.
So yeah, for me, at least on some mechs, It is a definite nerf.
Also I do strongly believe that we already have too much in the way of arty and air in game. I typically see it used 3-4 times a match by the enemy team and that is just in my vicinity so it is probably used even more than that. Now people don't even have to chose between arty or air strikes and perhaps something useful.
#10
Posted 29 July 2014 - 12:50 PM
Viktor Drake, on 29 July 2014 - 12:45 PM, said:
In case if you didn't notice, PGI wanted nerf T-Wolf specifically with the module change--just so it will fall in line with the other mechs, albeit slightly. Same deal with the Stormcrows, AWS-8R and D-DC.
Edited by El Bandito, 29 July 2014 - 12:54 PM.
#11
Posted 29 July 2014 - 01:03 PM
El Bandito, on 29 July 2014 - 12:50 PM, said:
In case if you didn't notice, PGI wanted nerf T-Wolf specifically with the module change--just so it will fall in line with the other mechs, albeit slightly. Same deal with the Stormcrows, AWS-8R and D-DC.
Honestly I don't care about this all that much but my point was that I was agreeing that some people lost quite a bit with the changes.
#12
Posted 29 July 2014 - 01:12 PM
Viktor Drake, on 29 July 2014 - 01:03 PM, said:
IMO this game is still in beta. There are more drastic changes to come--some will gain and some will lose.
#13
Posted 29 July 2014 - 01:29 PM
but against a group halfway through a match already taken some damage.. you can net some crits, components flying off and sometimes 1-2 kills.
As for weapon modules I agree... 20-30 meters... give me a break... if lvl1 added 50 and lvl2 added 100 then the heat would be justified. but 0.30 heat for 20-30 meters seems pretty useless.
#14
Posted 29 July 2014 - 01:50 PM
Edited by Hellcat420, 29 July 2014 - 01:52 PM.
#15
Posted 29 July 2014 - 02:05 PM
Hellcat420, on 29 July 2014 - 01:50 PM, said:
I used to dislike Artillery Strike as well, but after the first faction tournament, I realized what I was missing out on.
#18
Posted 29 July 2014 - 02:29 PM
Viktor Drake, on 29 July 2014 - 12:21 PM, said:
Not using consumables due to the ROI is understandable. I too avoid em when trying to save up C-bills for a mech. The one consumable I use very often is the UAV to help with the exp of a mech. If used near an enemy furball, the cost is easily made up for in the amount of addition exp gained.
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