Why Does The New Module System Feel Like 3Pv All Over Again?
#1
Posted 29 July 2014 - 12:16 PM
#2
Posted 29 July 2014 - 12:17 PM
...Yea, sounds about right
Edited by cSand, 29 July 2014 - 12:17 PM.
#3
Posted 29 July 2014 - 12:22 PM
cSand, on 29 July 2014 - 12:17 PM, said:
...Yea, sounds about right
Do you have any idea how much gxp and c-bills have been flushed down the toilet with this change. I now have 6 modules, from one chassis alone, that never would have been bought and will most likely never be used again without the slots to put them in.
#4
Posted 29 July 2014 - 12:29 PM
Bilbo, on 29 July 2014 - 12:22 PM, said:
"I spent my over abundant money to buy multiple copies of modules instead of swapping them between mechs and now am sad that my over abundant money I used for convenience instead of need is now filling my inventory with items I can still use on future mechs I buy instead of having to buy more or swap them so I still have the convenience I paid for."
#5
Posted 29 July 2014 - 12:31 PM
#6
Posted 29 July 2014 - 12:32 PM
Mercules, on 29 July 2014 - 12:29 PM, said:
"I spent my over abundant money to buy multiple copies of modules instead of swapping them between mechs and now am sad that my over abundant money I used for convenience instead of need is now filling my inventory with items I can still use on future mechs I buy instead of having to buy more or swap them so I still have the convenience I paid for."
You misunderstand. They likely will never be used now. They were bought because they filled slots that no longer exist. They never would have been unlocked in the first place.
#7
Posted 29 July 2014 - 12:34 PM
New module system does not synergize with the game's own current module types.
- Consumables: PGI didn't think about game balance when every side got 2 slots opened up for airstrike/arty. When those consumables were already so powerful, it would have been a good idea to consider what might happen if everybody got 2x slots more opened up.
- Weapons Modules: With the miniscule benefit, and the drawbacks, there is no reason to equip any weapon module that has a drawback.
Edited by Jin Ma, 29 July 2014 - 12:35 PM.
#8
Posted 29 July 2014 - 12:36 PM
Bilbo, on 29 July 2014 - 12:22 PM, said:
Do you even use modules?
#9
Posted 29 July 2014 - 12:37 PM
#11
Posted 29 July 2014 - 12:40 PM
Zolaz, on 29 July 2014 - 12:31 PM, said:
Why did you buy 120 Million in items that are REALLY expensive but can be easily swapped around between mechs?
Bilbo, on 29 July 2014 - 12:32 PM, said:
Aaaaaah, so you are saying that Target Info Gathering or the "second stringers" of the modules will never be on your mechs again? Strictly Sesmic?
Well, that was brought up before their new interpretation, that not all modules are equal, that all mechs should have primary and secondary slots and certain modules like Hill Climb should be secondary. Instead they decided consumables and weapon modules should be the second string split off into it's own category not realizing they were actually often THIRD string.
I see where you are coming from, but a lot of people bought modules they really didn't need to because they could.
#12
Posted 29 July 2014 - 12:40 PM
#13
Posted 29 July 2014 - 12:43 PM
Mercules, on 29 July 2014 - 12:29 PM, said:
"I spent my over abundant PLAY money to buy multiple copies of modules instead of swapping them between mechs and now am sad that my over abundant PLAY money I used for convenience instead of need is now filling my inventory with items I can still use on future mechs I buy instead of having to buy more or swap them so I still have the convenience I paid PLAY money for."
FTFY.
#14
Posted 29 July 2014 - 12:46 PM
Mercules, on 29 July 2014 - 12:40 PM, said:
Why did you buy 120 Million in items that are REALLY expensive but can be easily swapped around between mechs?
Aaaaaah, so you are saying that Target Info Gathering or the "second stringers" of the modules will never be on your mechs again? Strictly Sesmic?
Well, that was brought up before their new interpretation, that not all modules are equal, that all mechs should have primary and secondary slots and certain modules like Hill Climb should be secondary. Instead they decided consumables and weapon modules should be the second string split off into it's own category not realizing they were actually often THIRD string.
I see where you are coming from, but a lot of people bought modules they really didn't need to because they could.
Target info goes on all the mechs. Target decay and 360 and sensor range are now just taking up space in the inventory.
#15
Posted 29 July 2014 - 12:46 PM
#16
Posted 29 July 2014 - 12:48 PM
Mercules, on 29 July 2014 - 12:40 PM, said:
Why did you buy 120 Million in items that are REALLY expensive but can be easily swapped around between mechs?
Aaaaaah, so you are saying that Target Info Gathering or the "second stringers" of the modules will never be on your mechs again? Strictly Sesmic?
Well, that was brought up before their new interpretation, that not all modules are equal, that all mechs should have primary and secondary slots and certain modules like Hill Climb should be secondary. Instead they decided consumables and weapon modules should be the second string split off into it's own category not realizing they were actually often THIRD string.
I see where you are coming from, but a lot of people bought modules they really didn't need to because they could.
Maybe Zolaz didn't want to bother with switching modules around all the time and bought specific ones for specific builds (which no longer fit).
And yes, I rarely take TIG when I can take Radar Dep, Seismic or Adv Zoom.
#17
Posted 29 July 2014 - 12:50 PM
Zolaz, on 29 July 2014 - 12:16 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.
#18
Posted 29 July 2014 - 12:52 PM
Flash 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.
Except it's now encouraged to "abuse the system"...via 2 strikes per mech per game. Sure, you don't have to use them because it costs c-bills but c-bills aren't much of a concern to a lot of players.
#19
Posted 29 July 2014 - 12:52 PM
Bilbo, on 29 July 2014 - 12:46 PM, said:
Eheme... BAP! does the job of two of those you mentioned.
Lyoto Machida, on 29 July 2014 - 12:48 PM, said:
So spent money on "luxury" items and is now complaining?
#20
Posted 29 July 2014 - 12:55 PM
Lyoto Machida, on 29 July 2014 - 12:52 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.
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