Here are my thoughts:
I *sort of* agree when it comes to mech modules and weapon modules.
As presented, if everyone has 2 mech modules, that's cool.
Various weapon modules is okay in theory, although in practice it's all "add heat for range", so there's no reason to equip most of them. If you make things like Seismic, and Target Decay (and other sensor things) weapon modules instead of mech modules, that might change.
The big thing is that whether you take 4 weapon modules, or 0, I just don't believe your role or how your mech will play will change much. That is the flaw. But the idea is sound, and fixable with tweaking.
Consumables, however - I have two issues:
(1) Your first module slot is always artillery strike or you are bad.
(2) Your second module slot could be a role choice: air strike (90%), coolshot (for pug matches/brawlers), and UAV for scout mechs.
The problem is, giving someone More, or Less module slots does not affect their role.
"My raven has 3 module slots, it is a scout." Now give it 1 consumable module slot. "My raven is a scout still, but now it is a worse scout because I can't take a UAV".
So there's a problem - how many consumable and weapon and mech slots you have isn't going to affect your role.
Second issue:
Consumables are far too expensive and far too good.
To wit, they are mandatory and cost 80,000 a match if you are playing to win. I have played 2000 games. If I play another 2000, that's 160,000 million c-bills. That's a Dire Wolf and a Ryoken, mastered. (6 total mechs). As a trade off for being able to use 2 modules.
That is killing me.
Either make them a 1 time buy-in:
"Pay 40 million, get a module that refills itself"
Or reduce the cost to 10,000.
R&R is a bad mechanic.
(a concern related to the system: I have 60 mechs. I cannot afford to buy 15 copies of the same mech module for every mech. Most people can't. AFter you buy the first, make the new ones costs 10% as much, OR make it a check the box in mechlab (so all of your mechs can simultaneously use the same modules), OR reduce the cost to 1 million each. Us experienced players will probably actually buy enough modules for all our mechs just to save ourselves from hellish mechlab module hunt experience.)
Oh, and to finish my feedback, my problems with weapon modules are going to be:
Expense: I need to buy like 15 different types to get the same effect.
Usefulness: they are bad, but that is fixable.
Disproportionate impact: they favor the mechs with 1 weapon type (or at most 2) and push mechlab builds even more towards hyper specialization and punish rounded mechs.
None of which detracts from my fun in this game - I just don't use them - but I am definitely *more likely* to use them post change, because they are no longer always a suboptimal choice compared to consumable (because they no longer compete for slots).
TL;DR: I LIKE the current module system (i.e., post-change, different types) except that it makes the thing I hate most in this game (consumables, the reason I have not played in 2 weeks) even more annoying, It also doesn't fix the underlying problem of modules being FAR FAR MORE work and effort to deal with than they are worth. I own about 10 modules. I usually drop without them - it is just not worth the time and effort to keep my spreadsheet of module locations up to date.
Edited by DanNashe, 30 July 2014 - 04:56 PM.