The Future Of Modules - Feedback
#61
Posted 29 July 2014 - 07:35 PM
Tells us what modules you are working on to justify 2 weapon slots? current ones are worthless minus ams, streak 2s and machine gun
I agree with everyone. let me say it again EVERYONE. take a poll, start a forum, drop in game and chat! Everyone agrees 2 mech slots is limiting choice and role play types and = pissed of clients/gamers.
This is because they are the only decent mod types to take. So again what are you working on to offer more choices then people just taking radar derp and seismic?
Mech select we used to be able to change all mods around and it was helpful. No you take that away and only allow consumable changes! WTF! dont fix things that are not broke!
#62
Posted 29 July 2014 - 07:41 PM
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you realize we only have the level 2 weapon modules? theyre gonna go upto level 5.
the level 5 ones should be worth it. if it doubles each level.
#63
Posted 29 July 2014 - 07:43 PM
Khobai, on 29 July 2014 - 07:41 PM, said:
you realize we only have the level 2 weapon modules? theyre gonna go upto level 5.
the level 5 ones should be worth it. if it doubles each level.
Yeah, that means that the heat would double each level as well. So enjoy overheating out on the battlefield, I'll use that time to close the extra 30 meters I need to get into weapons range and blast you. Oh, and none of my mechs really go below 80kph, so that should be not time at all...
#64
Posted 29 July 2014 - 07:53 PM
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Or you could watch your heat level and not overheat. Besides the heat is entirely negligible on ballistics which is what you should be using weapon modules for.
#66
Posted 29 July 2014 - 08:08 PM
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Ballistics are better than energy. If you wanna hinder yourself by using an all energy mech thats your business. But weapon modules are useful for ballistic weapons.
#68
Posted 29 July 2014 - 08:16 PM
Weapon/Mech/Consumable does nothing to distinguish between roles. Even if it did, giving all Mechs special slots for Weapon modules is useless until there are Weapon modules that are actually worth taking. Most of the current Weapon modules are actively bad to use because the bonus is very situational but the penalty is constant.
Even dividing the slots up as Sensor/Vision/Target/Support wouldn't necessarily enhance role warfare (because those divisions are fairly arbitrary relative to role warfare), but they could at least lead to role warfare-style slotting.
You claim that you have a vision, but from this side it just doesn't appear to be true. Most of the changes you make appear to be haphazard and/or random, with no ultimate goal. From this side, this looks like just another one of those changes.
#69
Posted 29 July 2014 - 08:22 PM
Khobai, on 29 July 2014 - 07:41 PM, said:
the level 5 ones should be worth it. if it doubles each level.
You do realize that the existing modules are actively bad, right?
The bonus is situational, but the penalty is constant. In that kind of scenario the bonus needs to be proportional to the rarity of the bonus situation, but on these modules it isn't. The bonus and the penalty are exactly the same.
These modules are useful only slightly more than half the time, and that's theoretical because it assumes that the ranges at which you fight are linear, which they are not. For these modules to even be theoretically useful, the range bonus (expressed as % range boost) should be double the heat penalty, not equal to the heat penalty.
Having access to a Level 5 modules will just be 5x as bad as a Level 1 module. It won't solve the fundamental problem of these modules.
#70
Posted 29 July 2014 - 08:22 PM
#71
Posted 29 July 2014 - 09:00 PM
Not being snarky here, I really want to hear the thought process.
#72
Posted 29 July 2014 - 09:01 PM
PS. Please implement an ordinance warning. Battlefield has one for when a cruise missile is targeted at a nearby location(preferably with enough warning to get someone to move). The game gives an audible warning. Something as simple as having Betty say "incoming ordinance" Would go a long way to fixing this. Arty Strikes should be a tool to get campers moving not completely devastate a team.
Edited by SLDF DeathlyEyes, 29 July 2014 - 09:02 PM.
#73
Posted 29 July 2014 - 09:16 PM
So whats next, a new consumeable "Tactikal Nuke for 100k" drop one and match is over, no reason to play silly mechcombat anymore.
#74
Posted 29 July 2014 - 09:25 PM
Edited by Metafox, 29 July 2014 - 09:27 PM.
#75
Posted 29 July 2014 - 09:41 PM
Curious - how many weapon modules have been bought and installed?
I'm going to go out on a limb and say - under 500 globally in total? Am I right, Dev? Come on, prove me wrong! Show me some stats.
Like many before have said - you're going to see an increase in Arty.
Not long before the forums will get flooded with too many arty strikes QQ. (I bet less then 5 days before we see the first one)
Wow, you've stumbled here, PGI. Stumbled and stub your little toe...the pain is gonna shoot up your leg to your pain receptors any minute now...like watching an accident happen in slow motion...popcorn anyone?
#76
Posted 29 July 2014 - 09:50 PM
I'm not one of these people who bash PGI anytime a change is made, the opposite actually, but cutting the number of mech modules was just a really stupid decision. Then on top of that, you can add what everyone else has already said, arty spam and useless weapon modules.
I'm not trying to be dramatic or anything, but for the first time in almost a year and a half I'm not looking forward to getting off work and playing the game. I know when I start it up I'm going to be frustrated and annoyed, and frankly, that's just not fun.
#77
Posted 29 July 2014 - 09:50 PM
Ok here's my feedback, you guys just made the game worse, as in less fun to play. I guess everyone on forums who says same thing is on an island and cannot encompass your grand plan and vision regarding an enhanced experience for the majority of your players or whatever doubletalk regarding player demographics, retention, progress being made, mc microtransactioning blah blah blah. All I know is I'll be spending less time and money on this game for the foreseeable future.
One last thought, its all great if you are making more module variety, in fact sounds awesome. Why not wait to have some exciting changes in place instead of just cramming this new frankensteinian monstrosity of a module system down our throats like a bitter pill and saying TRUST US ITS FOR THE BEST. No wonder people are pissed. I'm generally pretty good natured myself and here I am ranting on forums at midnight like a lunatic internet troll, maybe I just need sleep (I do) but still, this patch, just. terrible
#78
Posted 29 July 2014 - 09:52 PM
Unless it's like MG's or Gauss that add range for essentially no drawback then there isn't a reason to take it.
You get weapon modules that work like this: That completely change how the weapon performs on that mech, THEN you have a good idea.
#79
Posted 29 July 2014 - 09:54 PM
Kilo 40, on 29 July 2014 - 09:50 PM, said:
You don't have to worry about that. The module slots listed in the patch notes were the pre-mastery capacity. If you master an SCR or TBR, it gets 2 mech module slots so you can take both the sensor range and target decay modules.
#80
Posted 29 July 2014 - 09:56 PM
Mizeur, on 29 July 2014 - 09:54 PM, said:
That makes me feel much better. Still not happy about the changes but I can live with 2 slots after mastery.
thanks for clearing that up.
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