The Future Of Modules - Feedback
#241
Posted 30 July 2014 - 03:04 PM
#242
Posted 30 July 2014 - 03:08 PM
Nikolai Lubkiewicz, on 30 July 2014 - 02:14 PM, said:
You may have missed my previous response on this subject. More weapon modules are coming, but we will have to un-roll them gradually to monitor their effect on game balance.
And you have missed complains about the useless weapon modules! Ridiculous extra range + extra heat is absolutely bad and players will not pay for a crap! You have to make these weapon modules more atrractive so it will make sense to equip them! I know that we have now only 2 levels of weapon modules so far but both are ridiculous so you have to change them from level 1! So do not say that more weapon modules will come if current weapon modules totally sucks! Make these weapon modules attractive from level 1 already! Remove additional heat, add more effective range (without increasing the maximum range) and i mean much more effective range, not ridiculous 5 or 10 metres! Weapon modules will be different for each weapon becuase of the gap between effective and maximum range. I guarantee you that if you make changes like this many players will stop complaining about the current situation and will start using weapon modules! Right now it does not make sense to use weapon modules they are totally unnecessary!!!
Edited by ENS Puskin, 30 July 2014 - 04:14 PM.
#243
Posted 30 July 2014 - 03:10 PM
BLOOD WOLF, on 30 July 2014 - 02:30 PM, said:
the modules are just a buff, they do not define the role of any mech.
Right, it will just limit the effectiveness of that role, and make the calculus much more skewed towards leaving your lights in the bay, and rolling some FoTM nubbery. What lights/scouts "need" is all the help they can get surviving, so taking modules away from any lights is just stupid to begin with.
Two is enough for a specific role? LOL. Look at scouting: adv targ decay and either adv sensor range/360 retention are the core of that role, along with taking big risks to help spot for the team. With the 3L I used that along with seismic/radar derp, so I didn't get immediately alpha'd by DWF immeidately, or get legged by a swarm of lurms. So now I am forced to choose betweeen a) doing enough damage to make respectable amounts of money (100 - 150k per match), through increased survivability due to derp/seismic, or actually being an asset to the team with adv targ decay and 360/adv range.
Meanwhile, there is no penaltty for the role of pack the biggest guns and blow sh1t away while humping the hill in front of you, because all you really "need" for that is seismic/derp and maybe zoom.
Role warfare, indeed.
Edited by L3GR0DANCER, 30 July 2014 - 03:12 PM.
#244
Posted 30 July 2014 - 03:19 PM
#245
Posted 30 July 2014 - 03:27 PM
BLOOD WOLF, on 30 July 2014 - 03:19 PM, said:
Nice ad hominem, bro. I average around 350-400 dmg per round in my 3L (and before you insult me again, remember what average means).
My point is why make it harder for lights to scout effectively? Being able to run with 4 modules actually makes a difference in terms of total damage output/utility to the team, but apparently you have something against that. But I'm sure you have some sort of coherent reason for why you think lights deserve a nerf, right?
#246
Posted 30 July 2014 - 03:34 PM
L3GR0DANCER, on 30 July 2014 - 03:27 PM, said:
My point is why make it harder for lights to scout effectively? Being able to run with 4 modules actually makes a difference in terms of total damage output/utility to the team, but apparently you have something against that. But I'm sure you have some sort of coherent reason for why you think lights deserve a nerf, right?
I did not insult you nor did i commit to fallacy. It does sound like and I hope I am reading this right, that you only do so because of the modules in your raven Quiaff?. I do not use modules in my lights and I usually match what you have with no modules. Unless a fire starter has some kind of god mode I do not know about. That is because Of my piloting ability and that is why I called yours into question. I am not going to say they do not make for nice buffs and please quote me on that.
Edited by BLOOD WOLF, 30 July 2014 - 03:38 PM.
#247
Posted 30 July 2014 - 03:40 PM
Nikolai Lubkiewicz, on 30 July 2014 - 01:28 PM, said:
The Dev Team has heard out your concerns regarding the over-use of Artillery and Air Strikes. With your feedback in mind the following changes are to be implemented within the next 2 patches.
Some have indicated that it is silly for Clans to have access to artillery in the first place, given their philosophical beliefs regarding that weapon system.
With that in mind, Clans will only be able to use Air Strikes.
To balance the Inner Sphere: MechWarriors will have the option to use both Air Strikes and Artillery, but will only be able to field one or the other on each Mech.
Please let us know what you think and update us on how this change will affect your overall impression of the module changes.
#248
Posted 30 July 2014 - 03:43 PM
I'll say what I said in the other thread: The stated goals I am completely on board with, but I don't think the way modules were separated is the best way to accomplish that. I still think the game would be far better served by breaking down available modules by additional categories (Like Sensors, Motion, Targetting, etc) would allow for more fine-tuned customizing of individual mechs and emphasize specific roles.
Stating that the new system "doesn't make modules useless" doesn't make it true--we have a substantial number of "mech" modules but very few slots to put them in. The second-rung mech modules will basically never see use unless this system is modified and any new modules are going to be wasted development time unless they somehow eclipse the existing modules.
When we could have three or four mech modules in the higher-cap mechs, there was at least a potential reason for the less-powerful modules. Under the new system, we can't use mech modules together, just an either-or, which is going to relegate the vast majority of modules to the scrap heap.
It's especially strange to me that the newer and generally underwhelming and underdeveloped weapon modules have more slots, on average, than the mech modules we've had for years (and that are, on balance, more interesting in terms of gameplay impact).
#249
Posted 30 July 2014 - 03:45 PM
BLOOD WOLF, on 30 July 2014 - 03:34 PM, said:
I did not insult you nor did i commit to fallacy. It does sound like and I hope I am reading this right, that you only do so becuase of the modules in your raven Quiaff?. I do not use modules in my lights and I usually match what you have with no modules. Unless a fire starter has some kind of god mode I do not know about. That is because Of my piloting ability and that is why I called yours into question. I am not going to say they do not make for nice buffs and please quote me on that.
Everything that had more than one module pre-patch now has one less, and imo, this effects lights more than anyone else. As to you playing without modules, I mean I guess if you want to handicap yourself, that's your choice, but I will tell you that seismic WILL save you from walking around a corner that is usually "safe," right into a 50+ point alpha, and derp WILL significantly decrease the damage you take from lurms. Statistically, it seems to reduce these ouliers/freak occurennces, at least in my experience. You should try them.
Besides, they're hardly more of a crutch than double arty, or even UAV.
Edited by L3GR0DANCER, 30 July 2014 - 03:47 PM.
#250
Posted 30 July 2014 - 03:51 PM
Some modules outshine others but in the end they are just bonuses but I doubt they impact the game in a major way. An advantage at best but that is it.
#251
Posted 30 July 2014 - 04:02 PM
BLOOD WOLF, on 30 July 2014 - 03:51 PM, said:
Some modules outshine others but in the end they are just bonuses but I doubt they impact the game in a major way. An advantage at best but that is it.
Yes yes, we all get how skilled you are, blood wolf. Too bad this isn't an epeen measuring contest. You not running mech modules is totally irrelevant to the ham-fisted attempts at "rolewarfare," being foisted on us, so stop trying to convince us that the change is good for the vast majority of the people that use them. Seriously, you must have the c-bills lying around, wtf else are you going to spend them on?
#252
Posted 30 July 2014 - 04:06 PM
#253
Posted 30 July 2014 - 04:15 PM
I think you guys are making some pretty broad strokes here and missing a lot.
#254
Posted 30 July 2014 - 04:17 PM
stjobe, on 29 July 2014 - 04:37 PM, said:
Omg....you guys had an ACTUAL DECENT PLAN that YOU came up with. Instead, you waste your time with this ill conceived 2 consumable, 2 weapon, 2 mech module crap???
It seems you guys are losing YOUR own plot, get it together and stay the course.
Just ....just what were you guys thinking? Omg.......
Ps. I don't post on forums....I don't like posting. Since this module revision debacle (really, it's an absolute travesty), I can't stop posting because it's simply really really REALLY dumb!) Please, make me stop posting by FIXING the module system.
Edited by Daehoth, 30 July 2014 - 05:18 PM.
#255
Posted 30 July 2014 - 04:21 PM
Edited by ENS Puskin, 30 July 2014 - 04:28 PM.
#256
Posted 30 July 2014 - 04:22 PM
ENS Puskin, on 30 July 2014 - 04:21 PM, said:
http://mwomercs.com/...99#entry3595899
#257
#258
Posted 30 July 2014 - 04:40 PM
I pity the fool that needs pity.
Under powered is just that, under powered.... Do we let little Toyota's break the speed limit because they can't go that fast??????
Buy a better mech and get over it.......
#259
Posted 30 July 2014 - 04:47 PM
L3GR0DANCER, on 30 July 2014 - 04:02 PM, said:
So role warefare is about having the right module for the job? or is rolewarefare defined by the mech and Pilot and the modules just provide assistance. Do modules define the role?
#260
Posted 30 July 2014 - 04:47 PM
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