Nikolai Lubkiewicz, on 29 July 2014 - 04:05 PM, said:
Greetings MechWarriors,
There have been doubts raised about the new module slot system on the forums. We were hoping we could take an opportunity to explain our decision as well as where these changes are intended to lead us.
The module slot system was changed while looking at role warfare. We are working on offering a bigger diversity of modules, we are also motivating players to play certain roles on the battlefield, which remains a great request from the Community. This is planned to be unveiled in stages throughout upcoming changes to the reward system and the new command system.
A bigger number of modules not only means more choice: The new module system allows a deeper modification compared to before.
While most Mechs come with 1 Mech Module (2 when mastered), the consumables and Weapon Modules offer a wide range of combinations and specializations. As every Mech comes with at least one of these slots, old Mech modules do not become useless: What changes is the choices you will have to make when specializing in a certain play-style. This choice will always be a matter of preference and sacrifice, depending on which modules the players would like to take with them.
We are constantly working on improving the game; This means changing areas where we think improvement is necessary in order to maintain or prepare the vision we have of MWO. Depending on the feature, this could affect any area of the game. We are very sorry if this has affected or will affect your preferred build of a Mech or play style, but we are always basing our decisions on what will benefit the majority of our players and secure the highly-demanded future of role-warfare.
Dear dev team
The sad truth is it's not an improvement,but downgrade.
You took back away modules we liked to use and needed them,instead allowing unfun artillery/airstrike/coolant spam and gave us useless weapon modules.
Please reconsider to rollback the change (I mean,the number of mech modules).Then implement module system as follows:
Consumables - one and ONLY one slot.One is enough for each role to equip module-of-choice (UAV for scouts,coolant for hot mechs,artillery OR(important!) air strike for others,not both)
Mech modules - as before the change.Well,increase minimum number of modules to 2 (poor Stalkers/Jenner F),3'rd one would be given with master efficiency.Some mechs had 3(4 with master) which was good.
Weapon modules - the problem here is they are total crap,perhaps with an exception of AMS Overload and Improved NARC whose show signs of usefulness.Anyway,2 is a good number,perhaps another one could be added after obtaining master efficiency.
The system I propose is way better:
- By separating consumables it allows every mech to take something to battle BUT prevents spam of it (ex 3x coolant for energy boats,or Artillery+Airstrike).Just one choice is perfect.
- Restoring good old number of module mechs will allow (by separating consumables and thus giving space) to equip some seldom-used modules whose are somewhat useful (Hill Climb let's say) but they were inferior to main ones/consumables.And still well-known and liked configurations will be viable.
- As for weapon modules,well...for now even one slot is too much for most of mechs.You have to scrap all existing weapon modules except AMS Overload and Improved NARC then reinvent them from scratch.Only then we can talk seriously about them.But,as for now - 2(3 with master efficiency) is a good start for mechs heavily oriented to direct combat,support ones could have 1(2 with master) - assuming in the future there will be some worth-taking weapon modules.
And here few examples of useful weapon modules:
Improved Gauss Capacitors - Charging Gauss Rifles takes half of the usual time,and the energy is not dissipated if not fired soon after.Gauss Rifles have 100% chance for explosion when destroyed and deal 30 damage to internal structure.
Productive Gauss Capacitors - You can charge up to three Gauss Rifles at once,but charge time is increased by 25%.
Improved Streak Guidance System - Streak missiles have better chance to aim at torso (restore old flight path when central and side torsos were mainly aimed at,before change)
Bigger Streak Warheads - Streak missiles deal 2.5 damage per missile.Max range is reduced to 220m.
Faster Streak Lock-On - Streak missiles require half of the usual time to get lock on target.
ECCM Streak - Streak missiles are able to lock-on highlighted target even under influence of enemy ECM,though they still suffer longer lock-on time penalty.
Bigger SRM Warheads - SRM missiles deal 2.65 damage per missile,but their max range is reduced to 220m.
SRM TAG Guidance - SRM missiles can be guided to hit chosen location by designing it by TAG,but their speed is reduced by 40 m/s
PPC Capacitor - Allows to charge each PPC to deal extra 5 points of damage and increases generated heat by 5 points.(Adds similar to gauss charge mechanic.Press and hold weapon group button to charge all PPCs in that group,then release it to shoot more powerfull projectile.If you overcharge you wil be given 5*PPC_number_in_weapon_group extra heat and you have to charge again.You can still just tap fire button to shoot ordinary PPC projectile.Possible issue - what if PPC and Gauss are linked in the same group?)
EMP improvement - PPC bolts disable ECM device by additional 3s,and the mech hit have info gathering slowed down by 15%.
Bigger LRM Warheads - LRM missiles deal 1.3 damage per missile,but their speed is reduced to 150 m/s.
Better LRM Concentration - LRM have better chance to hit torso.Time to get lock is increased by 25%.
ECCM LRMs - LRM missiles keep Artemis bonus for ECM-covered target,and does not suffer increased lock time against it.
LB-X Structural Weakness Analyzer - LB-X pellets have doubled chance to cause critical hit (and thus increased damage) to component stripped off armor.
LB-X Spread Control System - LB-X gains 3 shooting modes - Concentrated (spread reduced by 25%),Normal (as it is now) and Wide (spread increased by 30%).This would require to add appropriate option to toggle modes in controls mapping.
UAC Improved Feed Mechanism - Decreases chance to jam by 50%.Unjam requires 50% more time.
UAC Fast Feed Mechanism - Gives chance to shoot another extra bullet(2 total) in ultra mode during cycle period.Jam chance is increased by 150%.
AC Armor Weakness Analyzer - AC rounds have 10% chance to deal 20% of theirs damage to internal structure instead of armor.(Ex AC20 round hits armored CT and deals 16 damage to armor and 4 to internal structure)
AC HE Rounds - AC rounds gets additional 10% damage as splash in 2m radius,but their speed is reduced by 20%.
TAG Heat Designation - Each 0.1s you highlight the target caused it to keep TAG designation for that period of time when you stop tagging.(Ex you put TAG a mech for 10s then stopped.Tagged mech should be considered designated for 10s before fade away.This applies only to bonus to hit by LRMs,designated mech visibility should be treated unchanged)
Improved Flamer Fuel - Flamers deal 30% more damage and 50% more heat to target.
Thermite Flamer Rounds - Flamer can shoot at 200m max distance a round which sticks to mechs,causing usual flamer effect for 3s.Adds 3s cooldown to flamers.
Improved Lasers Heat Management - Allows to fire one laser more before activating ghost heat (so it'd be 7 for mediums and 3 for larges)
Improved Laser Lens - Lasers applies 15% heat they generated to target hit.
Continuous Pulse Beam Generator - Damage,heat generation and beam duration are halved,but pulse lasers have no cooldown.
Improved Lasers Concentration - All pulse lasers in weapon group are considered as one beam when determining critical hit damage amount.Allows pulse lasers to score critical hits.
Depleted Uranium AP Bullets - MG bullets have 50% chance to ignore armor and deal damage to internal structure,but critical hit chance is reduced by 75%.
Multibarreled Machine Guns - MGs have doubled fire rate and spread.
Guidance System - MGs have limited capability to track and better aim at locked-on target.(If crosshair does not point to targeted enemy MGs can aim in say 25o angle cone at the target,and they automatically add adjustment to hit the moving target pointed by crosshair)
The proposed modules are way more interesting than existing ones,don't you agree?
Anyway,the goal here is that each weapon group should have 2-3 cool and useful modules (so one will think like 'damn it,these weapon mods for LRMs are so cool,but I can't take all of them.And what's about my support weapons?'),while mechs have 1-2 (+1 with master efficiency) weapon module slots.
The best ideas are weapon mods whose add to them some unique abilities changing them significantly,like proposed PPC Capacitor,LB-X Spread Control System,SRM TAG Guidance or Thermite Flamer Rounds - that's the most desired direction when inventing anew weapon modules.
Hope you'll take the above into strong consideration,especially corrected module system.
Edited by MasterBLB, 30 July 2014 - 06:35 AM.