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The Future Of Modules - Feedback


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#561 VanillaG

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Posted 07 August 2014 - 08:18 AM

View PostDAEDALOS513, on 06 August 2014 - 04:59 PM, said:

Why can't we customize our mechs for certain roles without there being a downside? I'm still not getting it. Do you really think equipping two mech modules is OP? I beg to differ.

If modules had downsides you could then allow players to equip more than 2 of them. I believe that one of the reasons that we have so few of them is that most of them have no downsides. Part of allowing that is the changing module categories that I mentioned in my previous post, specifically Mech, Sensor, Support, and Weapons. Allowing more modules slots based on variant "lore" gives you more customization. Also it enables having different flavor of modules that have different downsides. Here are a couple of examples (number refer to version, not ranking or xp cost):

Radar Dep 1 : 3.5 second decrease in non LoS lock time for self, -15% target info gather time, +10% missile lock time
Radar Dep 2 : 3.5 second decrease in non LoS lock time for self, -15% sensor range, +10% missile lock time
Sensor Range 1 : +25% sensor range, 2.5 second increase in non LoS lock time for self (opposite of Radar Dep)
Sensor Range 2 : +25% sensor range, -15% target info gather time
Target Info Gathering 1 : -25% target info gather time, -15% sensor range
Target Info Gathering 2 : -25% target info gather time, +10% missile lock time
Target Decay 1 - 3.5 second increase in non LoS lock for target, 2.5 second increase in non LoS lock time for self (opposite of Radar Dep), -15% sensor range
Target Decay 2 - 3.5 second increase in non LoS lock for target, 2.5 second increase in non LoS lock time for self (opposite of Radar Dep), -15% target info gather time

With these kind of attributes you need to make a decision, I am I going low profile or long range. If you choose low profile you would choose Radar Dep, Advanced Zoom, and Seismic. If you are going for long range you might choose Sensor Range and Advanced Zoom. If you are a LRM boat you would take Target Decay and some combination of the other modules. But unlike the current modules you need to manage the downsides of mixing and matching certain modules. This allows to player to focus the build on certain attributes to the detriment of others.

Edited by VanillaG, 07 August 2014 - 08:19 AM.


#562 Triordinant

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Posted 07 August 2014 - 08:54 AM

Not sure if I missed it, but I haven't seen anything in the Aug. 5 patch notes or the "emergency patch" the day after about the limiting of air/arty strikes to 1 per 'mech like Niko announced in the "Future of Modules" post. Lowering the limit from 2 air/arty strikes per 'mech to 1 shouldn't take more than a day, should it?

#563 Sandslice

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Posted 07 August 2014 - 09:54 AM

View PostTriordinant, on 07 August 2014 - 08:54 AM, said:

Not sure if I missed it, but I haven't seen anything in the Aug. 5 patch notes or the "emergency patch" the day after about the limiting of air/arty strikes to 1 per 'mech like Niko announced in the "Future of Modules" post. Lowering the limit from 2 air/arty strikes per 'mech to 1 shouldn't take more than a day, should it?

It's combining two pair of associations into one bigger association; and, to boot, each pair is modified by 'Mech modules. I'd rather see that go through a full test cycle. :ph34r:

#564 mailin

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Posted 07 August 2014 - 02:35 PM

Ohhh, pinch me.
I can't accept that.

#565 Wildstreak

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Posted 08 August 2014 - 08:45 AM

Your Strike changes are OK, IS using 2 Strikes is just as before (you could not use 2 Arty or 2 Air on the same Mech) but if it is needed as part of CW balance, well that will need be tested and should be on the Public Test Server.

About modules, was going to start a topic for this but hope it is noticed here.

New Modules right now, I can think of one.

Recon Module, Light Mechs only, maybe Cicadas.

This could be a Weapon Module because some Light Mechs only have 1 Mech Module slot but they also have 2, and Locusts 3, Weapon slots yet may not use all of them.

Does one fo the following:

1 - This module allows the R key, when first used to target an enemy Mech, to generate a XP & CB reward for scouting. Each enemy can only contribute one reward for the targeting Mech but can be targeted by multiple users of this module providing a reward for each.

or

2 - This module allows you to bind a key for special targeting. The key can be used to target a Mech just like the R key except it will generate a XP & CB reward once only for each enemy Mech targeted. Multiple users of this module can get a reward off the same enemy.

Whichever is easier.

#566 Felicitatem Parco

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Posted 11 August 2014 - 02:18 PM

Can we have Level 5 Range Modules now, please? What else are we supposed to do in the interim before you release the next batch of weapon modules?

#567 Zolaz

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Posted 12 August 2014 - 02:17 AM

Why arent there any PPC, Large Pulse Laser and LRM weapon modules?

#568 Talsha

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Posted 13 August 2014 - 04:10 AM

View PostTriordinant, on 07 August 2014 - 08:54 AM, said:

... Lowering the limit from 2 air/arty strikes per 'mech to 1 shouldn't take more than a day, should it?


Entries in sql tables are really difficult to change.
People easily make mistakes...

[nerdhumour]
http://imgs.xkcd.com...ts_of_a_mom.png
[/]

Edited by Talsha, 13 August 2014 - 04:11 AM.


#569 Galenthor Kerensky

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Posted 03 September 2014 - 04:27 AM

View PostCrusadiar, on 29 July 2014 - 04:36 PM, said:

Niko,
I appreciate the feedback and am excited with future content that you (PGI) will bring (unlike some of my peers who ramble and hide behind computers). Although here is my only feedback, the amount of modules offered is good, however the modules are expensive and are therefor unattractive to most casual players who do not spend that much time in game and therefor cannot generate Cbills as easily as more hardcore/competitive players. A reduction of cost by 20-25% percent would be good start to off set the amount of modules offered.


I agree with Crusadiar, especially about the costs... I also agree about the abusiveness of the arty strike roundabout... I have been hit with upwards of a half dozen arty strikes in one match, and it's like wtf?? as for modules, how about one for gauss rifles, which seems to be the only ballistic weapon there isn't a module for?

#570 Masterrix

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Posted 18 September 2014 - 11:16 PM

I spent 15.000 GXP for "Imp Arty Strike" -> now I can only use it for IS mechs

people who spent 15.000 GXP on "Imp Air Strike" can still use it on both, IS and Clan mechs

ist this fair ?

no one would spent 15.000 GXP for a module only usable for IS mechs ... as long as there is an identical module which is still usable on all mechs

the cost-benefit-ratio of "Imp Air strike" beats "Imp Arty strike" in both, GXP and C-Bill costs

this was PGI's exlusive deal for "The Lore - extremists"

this is a video game and I really give a sh*t on "phylosophical believes" if such "lore-non-sense" brings PGI to ever-engineer the game while handycapping players

I want that all "Imp Arty" buyers will get a 15.000 GXP refund !!!!!!!!!!!!!!!

Edited by Masterrix, 18 September 2014 - 11:32 PM.


#571 Aurrous

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Posted 19 September 2014 - 09:18 AM

I think it's funny that after all of these years of playing Warrior on line..
The main components of the Game Table top game of MechWarrior have been grossly overlooked.
This is somewhat of a shame because it had more in depth descriptions of how the meat and potatoes of how the game really worked..

Like the 85 components of how targeting Really worked.
how Targeting worked,
how sensors worked separately from targeting.
How sensors worked.
How you could "upgrade" the targeting computer,
And how Pilot skill and gunnery Skill differed. And affected the game.

For instance on the the Sensors Upgrades of a Targeting computer could asses the Threat level of the opponent Pilot. and display "Veteran"

Here its all a half baked, Hodge-Podge of mess of things thrown together without much thought.. And quit honestly its getting out of hand quickly..

Knock it off with the modals.. It's not a pilot upgrade, its not a gunnery upgrade..
Its a target computer upgrade.. There is no Skill to it.. So stop calling it a skill..
upgrade

And I promise there were not that many computer upgrades.

Re Name the Skill Tab to Warrior Lab. ( I know why Talk about mech Warriors in Mech Warriors.)

Separate The Skills lab into Pilot Skills, and Gunnery Skills
Next Implement a Ranking system for the classes..
Implement Classes.
Make the rank sliding depending on performance. You can gain points and lose points. (kind of like ELO.)

Novice to Elite. (example)
Pilot
Novice 0 - 25 1+(%) Movement, Speed, Jump, -1% overheat ( 2 mod slots)
Expert 26-50 3+ to above (2 mod slot)
Veteran 51-75 4+ to above (1 move slots)
Elite 76-100 5+ (1 mod slots)

Gunnery
Novice 0-25 1+ % Range, accuracy, -1% cool down. (3 mod slots)
Expert 26-50 3+ to above (3 mod slots)
Veteran 51-75 4+ to above (4 mod slots
Elite 76-100 5+ (4 mod slots)

Next lets Class mech warriors.. (again examples)
and perk them out.. Like you see your mech, you should see your pilot.
You can change the avatars like a mech.

Soldier (the common man who will fight for king, country and a paycheck)
+5% Damage, +5 armor%, +5% Targeting
(novice Level )

Scout
+10% sensor range, -5% targeting, +5% Speed. -5% damage Priority airstrikes.
(expert to elite)

Combat engineer
-5% damage, +10% armor, +5% Cooling
(expert to elite)

Mechwarrior
- 5% cooling, +5 Movement, +5% tageting
(veteran to elite)

Commander
+10 Sensors, +10 Targeting, +5% damage
(elite)

Specialist class

Sensors (+5 senors, ecm, targeting,)
Balistics (+5% ballistic Weapons damage)
Laser (+5% Laser Weapons damage)
Missiles (+5% Missiles damage )
Sniper (+5% to Targeting Ranges)

You get the idea.... Im saying instead of all of these Convoluted Module, how about adding a depth to the game, and hiding all of these convoluted upgrades into a MECHWARRIOR.

Edited by Aurrous, 19 September 2014 - 09:21 AM.


#572 p4r4g0n

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Posted 19 September 2014 - 10:51 AM

@Aurrous

You do realize that such a system would simply entrench the veteran players' positions and make it extremely difficult for a new player to progress right? In other words, a barrier to entry which would kill this game PDQ?

#573 Aurrous

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Posted 23 September 2014 - 10:31 AM

@ paragon

Due you realize i'm only suggesting that the use of "modules" to create Depth, Is an insane band-aide to fix wound that has cellulitis. The adding of more inane modules to a system that has all ready become out of hand is pointless. A targeting computer for a weapon is pretty basic for a weapon.. point and click.. saying that there is a "module" upgrade to the targeting computer that helps a AC 2 fire differently than an AC 5 is junk.. AC5 fires mechanically because its an AC 5.. Same As an AC 2 /10 /20.. If you want to say your Target computer is upgraded to fire AC weapons is upgraded.. then please.. 1 module not 10..
If you want to say My Pilot has better skill than yours in this area.. (which is more realistic) Then by all mean give me that pilot.
If you want to say an AC weapon is modified mechanically to fire faster, at longer range or disperse heat .. then Add 1 ton to the weapon, or Take a ton off.. If you want to ADD Gray Area Crap to the game to Give it new Life.. Then Please Stop Adding Modules And Give US a Grey Area MechWarrior And hide all of these Silly Modules as Perks.. Two clicks.. Run and done.
The flexibility of the system to be friendly to new players is open for debate.. Just as additional MOD slots are not Available to New players, not all game play items and interactions are available to new players.
Insert list of hundreds of other Games with similar system, that my be deamed unfair to new players... which by the by are hugely profitable. and not Pay to Win.

#574 Angels Bane

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Posted 05 November 2014 - 11:37 AM

range mods are increasing heat again. why isnt that noted in thier description? was kind of a shock to watch my 1.4 heat jagger change to 0.98 with the addition of mods. O.o

Edited by Angels Bane, 05 November 2014 - 11:48 AM.


#575 p4r4g0n

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Posted 05 November 2014 - 08:58 PM

@Angels Bane

Apparently just a display bug according to this

#576 Angels Bane

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Posted 07 November 2014 - 06:44 PM

View Postp4r4g0n, on 05 November 2014 - 08:58 PM, said:

@Angels Bane

Apparently just a display bug according to this


cool beans. ty 4 ur reply.

#577 Pz_DC

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Posted 18 November 2014 - 11:08 AM

My 50 cents:
1)Weapon modules for different mechs MAY have different values (i.e. for AWS PPC cooldown module can be 20%, while for SPD same module can be 5%).
2)Waiting for projective speed modules.
3)Waiting for equipment modules.
4)Some modules may be able to get "doubled" - if i want 2 ppc cd modules why not?..

P.S. consumables modules was changed? lol didnt noticed that -unpossible to notice that in PUGs, IMHO.

Edited by MGA121285, 18 November 2014 - 11:12 AM.


#578 Almond Brown

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Posted 20 November 2014 - 07:21 AM

View PostKraven Kor, on 31 July 2014 - 11:08 AM, said:


Stop insulting other players and discuss the issue at hand like an adult, please.


When the other Players start to act like "adults", you will have my full cooperation. Thanks.

#579 Kraven Kor

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Posted 20 November 2014 - 02:24 PM

View PostAlmond Brown, on 20 November 2014 - 07:21 AM, said:


When the other Players start to act like "adults", you will have my full cooperation. Thanks.


Oh, right, I forgot that sinking to everyone else's level was S.O.P. here.

(It isn't, and it shouldn't be.)

#580 Johnny Z

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Posted 20 November 2014 - 03:51 PM

I like how the modules work and effect game play, alot. They need a better wrapper though like call them "mech modifications" instead of pilot modules suggesting that the pilot has done custom work on his mech.

Also taking an idea from other games I suggest there be a fee to switch mods between mechs and no do not make them cheaper to buy. This makes sense since doing custom work on mechs would cost creds.

Also if they ever add a mech mechanic, I forget the proper name, they should make it possible to level him or her up to allow the use of top end mods.

Lastly as an inner sphere pilot i hope they add a mod that allows loss of side torso like the Omni mechs, they still have OP weapons and IS has quirks. The Omni mechs being able to lose a side torso for XL engines proves the tech is out there so it should be possible for a innersphere pilot to do extremely expensive work on his mech to have it to.

Edited by Johnny Z, 20 November 2014 - 04:14 PM.






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