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The Future Of Modules - Feedback


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#61 LordLosh

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Posted 29 July 2014 - 07:35 PM

Limit arty airstrike to one per mech. This is a must.
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 Khobai

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Posted 29 July 2014 - 07:41 PM

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No! The problem is that they are totally useless! Ridiculous extra range + extra heat. Facepalm!


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 Doctor Proctor

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Posted 29 July 2014 - 07:43 PM

View PostKhobai, 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 Khobai

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Posted 29 July 2014 - 07:53 PM

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Yeah, that means that the heat would double each level as well. So enjoy overheating out on the battlefield


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.

#65 Doctor Proctor

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Posted 29 July 2014 - 08:03 PM

View PostKhobai, on 29 July 2014 - 07:53 PM, said:


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.


Ah, yes, I'll be sure to tell my 4P that one.

#66 Khobai

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Posted 29 July 2014 - 08:08 PM

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Ah, yes, I'll be sure to tell my 4P that one.


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.

#67 Vassago Rain

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Posted 29 July 2014 - 08:15 PM

View PostDavers, on 29 July 2014 - 07:33 PM, said:

I fail to see how the new system has anything to do with Role Warfare. Don't most of the mechs have the same 2/2/2 slots? Do they all do the same role?


Hush, it's really complicated and full of roles.

#68 Roadkill

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Posted 29 July 2014 - 08:16 PM

You claim that your goal is to boost role warfare, yet nothing in this change does anything at all to accomplish that goal. Nor does it set you up for a further change that could accomplish that goal. In short, it's just a bad change.

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 Roadkill

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Posted 29 July 2014 - 08:22 PM

View PostKhobai, 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.

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 Modo44

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Posted 29 July 2014 - 08:22 PM

You dramatically lowered the mech module capabilities which could really change a mech's role. You also gave too many weapon modules to mechs which can not possibly benefit from them (e.g. Catapult A1). Congrats on introducing the easy Cbill sink, though. That works out perfectly for IGP.

#71 Sprouticus

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Posted 29 July 2014 - 09:00 PM

If you have vision, lets hear it. Give us examples, an end goal etc.


Not being snarky here, I really want to hear the thought process.

#72 DeathlyEyes

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Posted 29 July 2014 - 09:01 PM

I don't understand what you guys were thinking. Oh everyone is upset by the amount of strikes being used. Let's make it so using them has no disadvantage at all. Literally there is not one disadvantage to using a strike. I average 200,000 cbills a match and usually maintain a cbill balance of 100 million at any given time. 40k for a strike is nothing at all. I keep them on all my mechs and if I have the opportunity to drop a good one I will. A better solution was the one I presented originally when the whole module system was proposed. Have the weapon module slots be completely seperate and maintain the current number of slots for the mech modules. Then a player can sacrafice one mech module for a consumable. This way a mech can only field one consumable (arty) per match. Problem solved. This whole system as it is implemented is trash and will only continue promoting arty strikes.

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 Arend

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Posted 29 July 2014 - 09:16 PM

As many said, if its not broke, do not fix it, with the now added consumeable slots, EVERYBODY brings strike, before it was already annoying to get strike spammed in some matches but people had atleast to make a sacrifice to bring em, now it happens in every match, strike after strike, i'm here to play MECHwarrior not Strikewarrior!!!!!!

So whats next, a new consumeable "Tactikal Nuke for 100k" drop one and match is over, no reason to play silly mechcombat anymore.

#74 Metafox

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Posted 29 July 2014 - 09:25 PM

The new module system seems like a step in the right direction. As others have pointed out, there's still plenty of work to do on the module system before it will reach its full potential. One thing that sticks out to me is the weapon modules. They're quite bland at the moment and the energy weapon modules are actually detrimental. As a start, can we please get the effects of the energy weapon modules reversed such that heat and range are reduced?

Edited by Metafox, 29 July 2014 - 09:27 PM.


#75 Delas Ting Usee

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Posted 29 July 2014 - 09:41 PM

Many good suggestions here on how modules should be ROLE regulated.
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? :huh: 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 Kilo 40

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Posted 29 July 2014 - 09:50 PM

speaking of role warfare, my stormcrow d, and timberwolf are now crippled when it comes to being LRM support. Now I have to choose between sensor range or target decay, instead of carrying both. Why? what kind of sense does that make? I don't see how that in anyway helps with role warfare.

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 UiA

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Posted 29 July 2014 - 09:50 PM

This was a terrible idea when they announced it, terrible now that they've implemented it. No players seemed to want it, but they claim it will enhance the majority of players experience. So other than breaking a bunch of builds, limiting role warfare even more then the tiny extent previously available, and increasing one of the most annoying features (arty spam) of a mech combat sim to apocalyptic levels, great patch right guys?

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 Carrioncrows

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Posted 29 July 2014 - 09:52 PM

Unless you are willing to make a weapon module that "COMPLETELY" changes the way the weapons work while equipped to that mech then these are only ever going to fail.

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.

Posted Image

#79 Koniks

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Posted 29 July 2014 - 09:54 PM

View PostKilo 40, on 29 July 2014 - 09:50 PM, said:

speaking of role warfare, my stormcrow d, and timberwolf are now crippled when it comes to being LRM support. Now I have to choose between sensor range or target decay, instead of carrying both.


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 Kilo 40

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Posted 29 July 2014 - 09:56 PM

View PostMizeur, on 29 July 2014 - 09:54 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.


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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