Modules That Need A Boost
#1
Posted 26 September 2014 - 02:18 AM
One should especially consider that each module needs to be able to compete with popular modules like Seismic Sensors and Radar Deprivation. A need good reason to swap out one of these for another module. If they cannot compete with these, then they rarely get picked.
I've tried to use Hill Climb and while it does seem to have an effect, it's hardly worth a module. I've tried Shock Absorbance module on my Jump Jet'less light mechs so they could handle those falls that naturally comes with high speed, legs still take massive damage. So please, make these modules worth taking!
#2
Posted 26 September 2014 - 11:17 AM
#3
Posted 26 September 2014 - 11:59 AM
Adv Target decay was a top tier module, expensive in CB and GXP and now is totally negated by another module.
I believe RAD DEP should interact with TARGET DECAY by removing the extended lock time but leaving the normat target decay without both modules.
This way both modules would counter each other effectively.
#4
Posted 26 September 2014 - 12:18 PM
valinor89, on 26 September 2014 - 11:59 AM, said:
Adv Target decay was a top tier module, expensive in CB and GXP and now is totally negated by another module.
I believe RAD DEP should interact with TARGET DECAY by removing the extended lock time but leaving the normat target decay without both modules.
This way both modules would counter each other effectively.
Isn't that exactly how it works? If not, then definately.
#6
Posted 15 November 2014 - 12:08 AM
If they intend to keep adding modules(and one can assume they do), then we could really use some more slots to put them. Then these lesser modules wouldn't be so inconsequential, because they wouldn't be replacing a necessary mod, only supplementing it.
As an alternative, allowing us to use Consumable mod slots as regular mod slots would work even better, as it may encourage less people to take Arty and Strikes, thus making that into a choice again, rather than, "well, I have the consumable spot, might as well".
Also, modules are supposed to be end-game. This would only reinforce that and create more of a CBill sink for whales with nothing else to spend on.
Just my 2 cents.
#7
Posted 15 November 2014 - 12:38 AM
#8
Posted 15 November 2014 - 01:07 AM
More mod slots, but not too many, means you have some choice beyond: Best weapons mods for loadout + Radar Derp, every mech. At least you'd choose which garbage modules to use along with the good ones.
I don't see them adding many more "go-to" or "must-have" modules to the game, just more minor weapon buffs, maybe some speed or agility mods in the future; basically nothing you'd choose over something else anyway, but more of these supplemental modules, as this list currently seem to fall under.
Maybe they could just admit that the modules aren't all worth what they cost currently, and tier them? Everyone would still take the useful ones, the Tier 1's, Derp, Seismic, then their weapons mods of choice, then they'd get into the lower tiers where we would get to see some variety in choices based on player and mech build.
Basically I think it would be easier to just add more mods, lower the price on the crappy ones, and add more mod slots, than to ever achieve any of these modules being as useful as the competitive mods.
#9
Posted 15 November 2014 - 01:36 AM
This module needs to be either modified (ie. reduce the time locked when out of sight, like Target Decay does but inversed) or simply removed. It simply negate the need of AMS in most case, and counter far too much modules and equipments (tag, target decay) without costing any space nor tonnage...
Agreed on many modules being useless, like ams overload, shock absorbance, hill climbing, speed retention etc..
The solutiom IMO is first to classify all modules by efficiency and interest : sort them by tiers, like :
- tier1 : all little modules that are not very useful,
- tier 2 : average utility modules,
- tier 3 : the most powerful ones.
Finally, allow each mech/chassis to equip a certain number for each class of modules, example :
You have 3 module slots, 1 tier 3 max, 2 tier 1-2 max.
So you can equip either up to 3 tier 1-2 modules, but only one tier 3 module.
This would clearly make a difference, when you have to choose between Radar Deprivation and Seismic sensor, wich both of them now would be Tier 3 modules...
Edited by Crimson Fenris, 15 November 2014 - 01:39 AM.
#10
Posted 15 November 2014 - 02:35 AM
Crimson Fenris, on 15 November 2014 - 01:36 AM, said:
The solution IMO is first to classify all modules by efficiency and interest : sort them by tiers, like :
- tier 1 : the most powerful ones.
- tier 2 : average utility modules,
- tier 3 : all little modules that are not very useful,
had to fix that.
#11
Posted 15 November 2014 - 04:39 PM
Put me down as a 'none'.
#12
Posted 16 November 2014 - 02:32 AM
Of course it's also a problem that there are must-have modules, but that is an entirely different problem. Right now I see that even if they removed the must-have modules, I would still only use these modules if there was no more mechs left to purchase.
Maccasimus, on 15 November 2014 - 04:39 PM, said:
Put me down as a 'none'.
There is a none option. It's where you select none.
#13
Posted 01 July 2015 - 06:16 PM
#14
Posted 01 July 2015 - 06:25 PM
I.e. Target Decay II against a target with Target Deprivation will leave 3.5 - 2 = 1.5 seconds of Target Decay.
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