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The Future Of Modules - Feedback


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#81 Appogee

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Posted 29 July 2014 - 10:02 PM

View PostNikolai Lubkiewicz, on 29 July 2014 - 04:05 PM, said:

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

Ah, now I get it! PGI wants all players to take on the "role" of "Strike Spammer". Suddenly it all makes sense!

Of course, this had nothing to do with encouraging people to spend CBills every match on consumables, did it? Or encouraging players to buy a bunch of hugely expensive Weapons Modules which they'd intelligently ignored til now, due to most of the Weapons Modules' being practically worthless.

Instead of making the expensive, useless Weapons Modules actually useful, you instead locked two slots to be dedicated to them, to try to force their use.

You know, if you just focused on quality game design in the first place, then we'd all gladly buy MC and spend our CBills, without any need for this kind of cheap trickery.

Finally, it's insulting that you are trying to dress up this incredibly obvious CBill grab as a response to the playerbase's request for "role warfare". If this had anything to do with role warfare, then the module system would have been revamped into role speclalisations, not limited into weapon, chassis and consumable specialisations.

Edited by Appogee, 29 July 2014 - 10:09 PM.


#82 Rabbi OsesMoses

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Posted 29 July 2014 - 10:12 PM

While I'm not a big fan of this module system, I'm willing to wait and see if it improves or not (not very hopeful though). What I won't accept is the weapon modules themselves. Other than being pretty useless and bad, they are WAY TOO EXPENSIVE. 3 mil for 1 module? ARE YOU CRAZY? A light mech costs as much, plus you can't really buy 2 of the same one, which would make life easier than constantly swapping the module out.
THINK, PGI, THINK!
Oh and the IS quirks, not so great so far. Try to get all the mechs next time and do better. Geez, for every step forward there's a step WAY back.

#83 Koniving

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Posted 29 July 2014 - 10:13 PM

View PostKay Wolf, on 29 July 2014 - 05:35 PM, said:

FROM YOUR OWN DEV BLOG!!!!

Damn't, PGI, are you paying attention to us, NOW!

Psst.
The intelligent people encouraging PGI to stick to what they originally proposed in 2012 that got us all so interested in the game are the 1 to 2% of hardcore battletech fans that are on an island.

Welcome to the island. We've got martinis and there's bets to be placed. It's actually pretty fun, so long as you don't mind the goat. Careful when you bend over. Because when you do, the goat's been known to do horrific things that will ruin your hopes and dreams for the franchise.

#84 Mad Pig

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Posted 29 July 2014 - 10:14 PM

I like the change with modules, all around. More is good. It would be nice to see the cost reduced.

#85 Delas Ting Usee

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Posted 29 July 2014 - 10:20 PM

Hey Koniving, you left out the fact that those of us on said island/those of us that post on forums, only make up less than 1% of the global MWO population.


Hence...get used to being ignored.

#86 Koniving

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Posted 29 July 2014 - 10:22 PM

View PostRabbi OsesMoses, on 29 July 2014 - 10:12 PM, said:

Oh and the IS quirks, not so great so far. Try to get all the mechs next time and do better. Geez, for every step forward there's a step WAY back.


Just to mention, the IS Quirks have been that way since the last light/medium overhaul. That's literally what all the mechs have been.

To note: + / - x% is compared to the "standard" for mechs of the same tonnage and engine.

So if you have an 80 ton mech with no quirks and a 300 engine and a 80 ton mech with -10% turning speed, the second 80 ton mech just turns slower than the first by 10%.

Comparing the 55 tonners.
Wolverines have a 25% faster torso twist rate than the 55 ton standard.
The Shadowhawks have 25% faster torso twist and 5% faster turn speeds.
The Griffins have 10% faster torso twist and that's it.
Kintaros have 25% faster torso twist.

Lots of missed opportunities to make mechs more unique.

#87 MadPanda

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Posted 29 July 2014 - 10:23 PM

I liked the part of the explanation where you explained nothing.

"We did this for a reason, not gonna go into it as the explanation thread is not really a place for it. You just gotta deal with it."

Well, thanks...

#88 TyGeR STD

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Posted 29 July 2014 - 10:35 PM

As many have already stated, you should refer back to your own Dev Blog#4 on how the module system should work. Give mechs a list of module slots based on what role they should play. A raven should have more scouting modules, and Atlas more command. Give bounces for use of module that fit into that selection.

On another note, all the module are way to expensive. With the current price and system that is in place, you can spend more on outfitting a mech with modules then on the mech itself. Everyone one of them that is over a million C-bills should drop a zero on the price. 3,000,000 should be 300,000.

I do see this system as a move in the right direction, but it needs several major tweaks. Also consumables should not have a slot to them self. They should directly compete for space with another system. This does nothing but bring back arty/air spam that we FINALLY got away from.

#89 Sable Phoenix

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Posted 29 July 2014 - 10:42 PM

Everyone else here has already broken down all the particulars as to why this new system sucks, so I'll refrain from many words and simply say:

The new modules system sucks. It restricts flexibility and customizability and encourages arty/airstrike spam. The previous version wasn't great, but it's better than this.

#90 L Y N X

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Posted 29 July 2014 - 10:56 PM

Why is there no ERLL weapon module for the Inner Sphere? There are individual WMods for CERLL and IS LL and every type of SRM (2,4,6) and streaks, but no IS ERLL WMod.

How is leaving out the IS best beam weapon module, balanced or fair? the new module system obviously is designed to encourage more Weapon modules to be used. However there MUST a weapon module for the weapon in use, in order for it to be used. Where's the Beef? :huh:

#91 Nauht

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Posted 29 July 2014 - 11:02 PM

Oh PGI, here I thought you were turning over a new leaf.

This just confirms you really haven't changed and will make it that much easier for the wallet to stay closed in the future.

Couldn't resist the TW or DW as I practically grew up with those mechs but now with those out of the way there's nothing really to keep me paying. This fiasco of constant changes and weapon nerfs just means that any more dollars wouldn't be worth it as the game will have changed every few months.

Nothing's changed in PGI mentality. I definitely know this now.

#92 Vassago Rain

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Posted 29 July 2014 - 11:04 PM

View Post7ynx, on 29 July 2014 - 10:56 PM, said:

Why is there no ERLL weapon module for the Inner Sphere? There are individual WMods for CERLL and IS LL and every type of SRM (2,4,6) and streaks, but no IS ERLL WMod.

How is leaving out the IS best beam weapon module, balanced or fair? the new module system obviously is designed to encourage more Weapon modules to be used. However there MUST a weapon module for the weapon in use, in order for it to be used. Where's the Beef? :huh:


I imagine that even internally, few cared for Bryan's pet project, so they left it half done forever.

#93 Magos Titanicus

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Posted 29 July 2014 - 11:05 PM

View PostNikolai Lubkiewicz, on 29 July 2014 - 04:05 PM, said:

Here's the latest word from the Dev Team on Modules! Please tell us what you think!


Sorry Niko, but the Weapon Modules are just scrap. If you'd give the weapon range module a considerable range buff, some may consider using them, but honestly, what should i do with a Flamer Range Module that gives my mech additional 2 Meters more Flamer range!? Seriously, that's ridiculous to even think about spending cbills on such chunk. If you want people to use that stuff, make it worth the grind! otherwise i must say No, Thank You!

And one last word to the Atlas DDCs 4 Mech-Module slots, which once made it really special. You take the p(l)aying crowd what they paid for! That's no good manner.

Edited by Magos Titanicus, 29 July 2014 - 11:30 PM.


#94 Brienne

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Posted 29 July 2014 - 11:14 PM

Before playing my first game after this patch:
-Will games become big strikes parties? Not sure palyers will use many coolshots^^ Need more choices here

-weapon modules: so, for now, i can get range bonus, or.. nothing. Need more choices here

-weapon modules cost: here is the main reason for "pay to win game!" shout.
8 or 9 slots for modules which cost 3-6M Cbills each..

-Just an ex:
Getting a "full" Atlas (6 modules + master lvl+ master module plus 2 others Atlas needed for reaching Elite/Master...): how many millions, GXP? -> MC!!!! Give your credit card!!
How much time to master a Timberwolf with all desired modules? 20h? 50h?100?...


I'm a hardcore player, i got CBills and GXP (I expected Clans Mechs release), and give cash for this game I play so often.
But... what would I say if I am a newbie?


PS: NEEDED FEATURE: How to know which modules are installed in my mech during a match?
"So, here is my DRG 5N...This one got Deprivation? Or Sensor thing...? Don't know..."

Edited by Brienne, 29 July 2014 - 11:16 PM.


#95 CG Anastasius Focht

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Posted 29 July 2014 - 11:25 PM

I love the new module system, really really good improvment ppl.

For those of you using coolshots the Keymap has changed, its gone from "delete" to "insert" and "home" letting you choose which module you want to use.

A logical and useful improvement , well done the dev team

I dont get the negativity, ive gone from having 2 cool shots and an AC20 range improver, to 2 cool shots, advanced sensor range, advanced zoom and the AC20 range improver.(with a free weapon slot left over)

The cost of unlocking these and buying them is nothing if you play often

The new system is a complete bonus, whats not to love ?

Edited by CG Anastasius Focht, 29 July 2014 - 11:33 PM.


#96 Triordinant

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Posted 29 July 2014 - 11:35 PM

View PostMizeur, on 29 July 2014 - 07:18 PM, said:

The OP's byline should be Paul Inouye, Bryan Ekman, or Russ Bullock. Sending Niko to fall on the sword for this is a little ridiculous. It's also insulting that this post didn't lay out the road map to a role warfare module system.

I think it's totally unfair to have Niko face the music for something he didn't do, namely: **** up the module system.

#97 Triordinant

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Posted 29 July 2014 - 11:48 PM

View PostSable Phoenix, on 29 July 2014 - 10:42 PM, said:

The new modules system sucks. It restricts flexibility and customizability and encourages arty/airstrike spam. The previous version wasn't great, but it's better than this.

It doesn't get more succinct or accurate than this. I can't believe no one realized how badly the new system would affect gameplay and 'mech customization before they rolled it out.

#98 Ahernar

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Posted 29 July 2014 - 11:56 PM

I dislike this change .How can i like an increase in consumable spam ?
Btw there is only one weapon module worth buying atm , the ams overload and that's only because of the clan lrmfest out there (of which i'm not too mad about - the lurms were kind of lol-ed at before ).

#99 Triordinant

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Posted 29 July 2014 - 11:57 PM

View PostCG Anastasius Focht, on 29 July 2014 - 11:25 PM, said:

I love the new module system, really really good improvment ppl.

For those of you using coolshots the Keymap has changed, its gone from "delete" to "insert" and "home" letting you choose which module you want to use.

A logical and useful improvement , well done the dev team

I dont get the negativity, ive gone from having 2 cool shots and an AC20 range improver, to 2 cool shots, advanced sensor range, advanced zoom and the AC20 range improver.(with a free weapon slot left over)

The cost of unlocking these and buying them is nothing if you play often

The new system is a complete bonus, whats not to love ?


If you actually spent GXPs and 6 million cbills to improve your AC20's range by 10 meters and used your other module slots for Cool Shot instead of Mech Modules back when you only had 3 module slots total, then there's no hope for you.

#100 Haakon Magnusson

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Posted 30 July 2014 - 12:12 AM

View Postirony1999, on 29 July 2014 - 04:17 PM, said:

A role warfare change would have been separating out modules by role

But instead of being sensible and giving scout mechs a boost for sensor modules, command mechs a boost for command modules, etc... you separated out weapon modules which are barely used, and lumped all the mech modules together.

Why not try going back to your own design docs, separate the mech modules by role as you originally intended (and still makes the most sense), and give us a compelling reason to play different mechs for their modules?


First reply nails it... this, much more so this.

View PostVassago Rain, on 29 July 2014 - 06:53 PM, said:

Normally, I wouldn't care, but this is supposedly the huge module redesign we've been waiting for, and I find it lacking, crude, and void of imagination.


Today I agree completely with Vassago, PGI you disappoint



View PostCG Anastasius Focht, on 29 July 2014 - 11:25 PM, said:

I dont get the negativity, ive gone from having 2 cool shots and an AC20 range improver, to 2 cool shots, advanced sensor range, advanced zoom and the AC20 range improver.(with a free weapon slot left over)

The cost of unlocking these and buying them is nothing if you play often

The new system is a complete bonus, whats not to love ?


Well, if you are running that module configuration and only have that one mech chassis, it propably is an improvement for you.
But I'd wager quite a few will be running more like thus:

Consumables will be a choice of arty/air strike/coolshot/uav

Yes, in a manner of speaking this is an improvement to amount of arty spam. Normally those had to compete with other useful modules. I remember at times cursing in some layouts that I did not have arty in moduleslot when I had a herd of mechs just asking for it, now I have no reason EVER not to have it. Then second slot whichever is most appropriate for the mech.

weapon mod, will be ams/narc module if you carry those, in some rare mechs it might be something weaponspecific, most often not. (cool ballistics being easy on heat, but still meh)

mech mod; radar derp/radar lock/seismic become even more staple modules.


Only thing I find remotely good in this, they actually made mastering open up a mech slot as opposed to proposed weapon one. And bringing 4L and DC inline with others of their chassis... I mean, you had to make the best variant even better with superior module loadout, wonder it took you this long.





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