Jump to content

- - - - -

The Future Of Modules - Feedback


588 replies to this topic

#161 Threat Doc

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Bowman
  • The Bowman
  • 3,715 posts
  • LocationO'Shaughnnessy MMW Base, Devon Continent, Rochester, FedCom

Posted 30 July 2014 - 06:45 AM

View PostDraconeran, on 30 July 2014 - 05:31 AM, said:

I would like to see some mech get a universal mech slot. So I could choose to take the extra consumable or maybe go for that extra mech module for a specific role. I really don't see many of my builds needing more than two weapon modules. Maybe consider the master module being the universal one. cut the weapon down by one to make this more balanced.
That's funny, because they announced just last week that the Mastery module was going to be dynamic.

#162 Anais Opal

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 590 posts
  • LocationOutreach - Shopping of course!

Posted 30 July 2014 - 06:49 AM

View PostKraven Kor, on 30 July 2014 - 05:20 AM, said:

I'm not playing again until you have rolled this one back, or introduced changes whereby I can use three useful modules on my mechs, as before.

We told you this was a bad idea, and you went and did it anyways.

To be polite, @#$% you :)


From my other thread;

'Never in MWO's history from closed to open beta to the last two years of release have PGI EVER said 'Sorry guys, we f*cked up and we are going to roll those changes back'

'Sorry' isn't in their vocabulary, but 'stop your bitchin, its OUR game and we will do what the f*ck we like' IS in their vocabulary...

In fact I had a PGI support person, Reppu I think it was, say that very thing to me, 'its OUR game, and we will do with it what we will'


#163 BoloJoe

    Member

  • PipPipPipPipPipPip
  • The Infernal
  • The Infernal
  • 333 posts
  • LocationSt. Ives, Capital Apocalypse Lancers Compact

Posted 30 July 2014 - 06:53 AM

Overall I like the new changes but you need more variety in the Weapon Mods not just increasing range. Many mechs will be running with empty Weapon Mods slots. How about mods that decrease the heat generated (Cooling mods) or increase rate-of-fire (Recharger/Ammo Feeder mods).

#164 Kraven Kor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 5,434 posts

Posted 30 July 2014 - 06:56 AM

View PostGlycerineOxide, on 30 July 2014 - 06:49 AM, said:


From my other thread;

'Never in MWO's history from closed to open beta to the last two years of release have PGI EVER said 'Sorry guys, we f*cked up and we are going to roll those changes back'

'Sorry' isn't in their vocabulary, but 'stop your bitchin, its OUR game and we will do what the f*ck we like' IS in their vocabulary...

In fact I had a PGI support person, Reppu I think it was, say that very thing to me, 'its OUR game, and we will do with it what we will'


Well good for them.

Not Playing ™

Patched last night, read patch notes, /ragequit. Whatevs.

#165 xeromynd

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,022 posts
  • Facebook: Link
  • Twitter: Link
  • LocationNew York

Posted 30 July 2014 - 07:03 AM

Steps to make **** good:

1. Limit the amount of Arty per team to 4. If someone on your team attempts to use what would be the 5th Arty barrage, Betty says "Artillery battery unavailable" Same thing goes for Airstrikes, limit of 4 per team. Trying to use the 5th = "Air Support Unavailable"

2. Buff weapon module effects, or at the very least, remove the added heat. They suck right now.

3. If you're going to insist all mechs have weapon module slots, make modules for every weapon. If I use PPCs and UAC5s, my weapon module slots don't mean jack s**t.

Modules to add:
-Weapon damage modules for all weapons. (now if THESE were the ones that generated more heat, that would be okay)
-Weapon cooldown modules (for energy weapons)
-Weapon reload modules (for ballistic and missile weapons)
-JJ Modules (Increased Height, Extra Fuel Reserves)
-Enhanced Optics (Night vision and heat vision are better)
-Advanced BAP
-Angel ECM

#166 Mogney

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 492 posts
  • Twitter: Link
  • LocationSt. Louis

Posted 30 July 2014 - 07:04 AM

Quick fix suggestion for consumables.

All mechs get only a single consumable slot, except for light mechs that do not have jumpejets or ECM, they get 2.

Only light mechs can carry arty, air, and uav.

everyone else can only carry a cool shot.

#167 Jonny Taco

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • 706 posts
  • Locationan island

Posted 30 July 2014 - 07:08 AM

Strikes honestly need lots of work... They are both far too similar and are far too spamable in their current implementations. IF the usage of the strikes was somehow tied into map objectives, I would be on board... Examples being, anti air batteries that must be destroyed to allow air strikes within their "defensive" arch, and arty pits which effect the number of projectiles based on how many friendly pits you have left.

Other than that... paul and the design "team" need to do something drastic about the usage of weapon modules. As so many have stated, they are on the large, completely useless... I generally feel that the removal of the downsides would be a good thing, along with the implementation of large numbers of new modules that have modest effects on other weapon stats. Beam duration, projectile velocity, heat, reload speed and even damage.

Edited by lartfor, 30 July 2014 - 07:12 AM.


#168 Kyrie

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,271 posts

Posted 30 July 2014 - 07:16 AM

View PostNikolai Lubkiewicz, on 30 July 2014 - 01:33 AM, said:


"Good? Bad? I'm the guy with the AC/20."

Please don't worry about my health nor my sanity. Those things went out the airlock long ago.
Sometimes my job is going to include offering ideas which aren't always the most popular so that we may both help the community brace for impact while also finding ways to cushion it.

Many people have mentioned the cost of Modules as a concern. It's important to keep in mind modules are intended to be a late-game / veteran stage item. Though I don't advise against those seeking strategy: Looking for the most cost-effective solution in modules is intended to be a moot point. Where a traditional RPG might cut off players from access with level requirements, we have been setting the bar only based on the amount of currency you have accumulated over your many missions without any restriction except ownership of the Mech.

Some have mentioned my favorite Locusts have more weapon slots than are actually needed for most builds. It's also important to note that Range boosts are only the beginning of the weapon modules we hope to offer as time goes on. Those extra slots will soon enough be filled with all sorts of other goodies, to the extent that we hope to leave you scratching your head and wondering at night which combination is really the best you can field.

Finally, the last factor to mention is the importance of taking baby steps in dealing with balance so as to not revisit such fun occasions as LRMmaggedon. Starting with just a handful of modules makes it more accessible and easier to review the overall effect of each one.


Niko,

Could PGI please address the key issues raised in this thread thus far:
1) Arty-Air-A-geddon
2) What is the roadmap that takes us from the present non-role mess in modules, to a role warfare implementation based on modules and slots? More information would be quite helpful for us in providing appropriate feedback.

Thanks!

#169 Appogee

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 10,966 posts
  • LocationOn planet Tukayyid, celebrating victory

Posted 30 July 2014 - 07:44 AM

View PostKyrie, on 30 July 2014 - 07:16 AM, said:

2) What is the roadmap that takes us from the present non-role mess in modules, to a role warfare implementation based on modules and slots?
"Roadmap"...? PGI considers the new system the destination.

Enjoy.

#170 Triordinant

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,495 posts
  • LocationThe Dark Side of the Moon

Posted 30 July 2014 - 07:45 AM

View PostCG Anastasius Focht, on 30 July 2014 - 01:07 AM, said:

Im paying the same price i always did for coolshot consumables, with the added bonus of having them auto re stocked.

I rest my case. :)

#171 Anais Opal

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 590 posts
  • LocationOutreach - Shopping of course!

Posted 30 July 2014 - 08:21 AM

To: support@mwomercs.com
Subject: Clan Pack Refund
Hi,

I would like the money paid for my Clan Pack refunded as the items I purchased are now no longer the items I purchased with the changes you have made to the module system and therefore do not match the sales description of said items as set out by Trading Standards terms of conduct here in the UK.

Thank you for your swift action in this matter.

#172 Gorgo7

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,220 posts
  • LocationOntario, Canada

Posted 30 July 2014 - 08:29 AM

HA HA! Very droll.

Please let us know how that works for you after you send them a real request for a refund.

The one above is simply a public protest. All very droll though.

Edited by Gorgo7, 30 July 2014 - 08:30 AM.


#173 SVK Puskin

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • 822 posts

Posted 30 July 2014 - 08:38 AM

View PostNikolai Lubkiewicz, on 30 July 2014 - 01:33 AM, said:

It's also important to note that Range boosts are only the beginning of the weapon modules we hope to offer as time goes on.


Oh come on! I am not going to spend C-Bills for ridiculous extra range + heat!!! If you want to shut up mouth of the big group of players who complaining about weapon modules than you have to change these module drastically! Remove the extra heat add much much more range and i quarantee you that bitching about weapon modules will go down very quickly! But you should keep in mind that clan weapon modules needs different changes becuase adding more range for clan weapons would only worsen the long rage meta!

#174 Darwins Dog

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,476 posts

Posted 30 July 2014 - 08:42 AM

To echo what has already been said:

I don't think that giving every mech 2 consumable slots is adding anything to role-warfare, or to choices for your mech. The choice seems to be whether to go with Arty+Air, Arty+UAV, or Arty+CoolShot. Most will go for Arty+Air. 1 consumable per mech seems more reasonable, though most people will go for one that can directly kill people.

Lumping everything else into mech modules also makes little sense. You already have the categories in game (sensors, vision, I forget the rest), so why not build off of that?

2 weapon module slots seems fine to me. There was no real reason for anyone to choose them over any other module, so separating them gives people a reason to take them. Now my problem is actually filling them. 3mil is just too mech for what you are getting.

#175 BARBAR0SSA

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 1,136 posts
  • LocationCalgary, AB

Posted 30 July 2014 - 08:44 AM

View PostKraven Kor, on 30 July 2014 - 06:56 AM, said:


Well good for them.

Not Playing ™

Patched last night, read patch notes, /ragequit. Whatevs.


Relying on modules....

/Facepalm

Edited by shad0w4life, 30 July 2014 - 08:45 AM.


#176 catspider

    Member

  • PipPip
  • Ace Of Spades
  • 22 posts

Posted 30 July 2014 - 08:48 AM

The new module system is purely a c-bill sink and any other claim is insulting tbh. 2 (fairly useless) weapon modules and 2 consumables, while providing only one maybe 2 for the much more dynamic "mech" modules is not really a step for a better player experience.

So now on the field you see more artillery and airstrikes on all mechs of all sizes. Here's an idea why not give larger mechs less consumables and more mech modules and smaller mechs more module slots of all types - you know to encourage role warfare.

#177 Adrian McLeod

    Member

  • PipPip
  • 25 posts
  • LocationTerra, Germany

Posted 30 July 2014 - 08:56 AM

What the hell ,,,


bla bla bla


result of the update: (sorry, but ,,, ) "bullshit"

#178 Davers

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,886 posts
  • Facebook: Link
  • LocationCanada

Posted 30 July 2014 - 08:57 AM

View PostBilbo, on 30 July 2014 - 06:12 AM, said:

The modules now sitting useless in my inventory will remain useless no matter the role I choose for my mech. They where my third and fourth choices for a reason. Short of removing the ones I still prefer that isn't likely to change.

Don't worry. When PGI implements thier level system the only modules you will be able to equip will be the third and fourth choices. Problem solved, right? :P

#179 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 30 July 2014 - 09:01 AM

View PostDavers, on 30 July 2014 - 08:57 AM, said:


Don't worry. When PGI implements thier level system the only modules you will be able to equip will be the third and fourth choices. Problem solved, right? :P

I have a new plan. I shall fund the use of consumables with my now useless modules.

#180 Nightmare1

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,636 posts
  • Twitch: Link
  • LocationPeeking over your shoulder while eating your cookies.

Posted 30 July 2014 - 09:15 AM

I think the change is fantastic; more module slots = good in my book! I'm even starting to consider unlocking and purchasing some of those weapon modules that I previously ignored.





15 user(s) are reading this topic

0 members, 15 guests, 0 anonymous users