Jump to content

Modules That Need A Boost


13 replies to this topic

Poll: Which modules do you think needs to be boosted? (28 member(s) have cast votes)

Modules

  1. Capture Accelerator (12 votes [15.58%] - View)

    Percentage of vote: 15.58%

  2. Adv. Sensor Range (8 votes [10.39%] - View)

    Percentage of vote: 10.39%

  3. Hill Climb (18 votes [23.38%] - View)

    Percentage of vote: 23.38%

  4. Improved Gyros (15 votes [19.48%] - View)

    Percentage of vote: 19.48%

  5. Speed Retention (13 votes [16.88%] - View)

    Percentage of vote: 16.88%

  6. Shock Absorbance (11 votes [14.29%] - View)

    Percentage of vote: 14.29%

Vote Guests cannot vote

#1 Savage Wolf

    Member

  • PipPipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 1,323 posts
  • LocationÅrhus, Denmark

Posted 26 September 2014 - 02:18 AM

Now that most mechs have only a few slots (often only 2 when fully mastered) available for mech modules, it has become even more necesary for balancing of the modules. Several modules are rather lackluster and feels like their effect is miniscule at best. I think it would be best if these modules where given a boost so that there would be more choices worth taking.

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 Savage Wolf

    Member

  • PipPipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 1,323 posts
  • LocationÅrhus, Denmark

Posted 26 September 2014 - 11:17 AM

I feel like when you have modules like Seismic Sensors which essentially add a whole new ability to a mech that any other module should feel that they do the same. For instance, if I equip Hill Climb in an assault I would expect to be able to climb hills on par at least with heavies if not like mediums.

#3 valinor89

    Member

  • PipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 23 posts
  • LocationBarcelona (Spain)

Posted 26 September 2014 - 11:59 AM

I know I will be hated but the TARGET DECAY module should not be totally negated by RADAR DEPRIVATION.

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 Savage Wolf

    Member

  • PipPipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 1,323 posts
  • LocationÅrhus, Denmark

Posted 26 September 2014 - 12:18 PM

View Postvalinor89, on 26 September 2014 - 11:59 AM, said:

I know I will be hated but the TARGET DECAY module should not be totally negated by RADAR DEPRIVATION.

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.

#5 Myke Pantera

    Member

  • PipPipPipPipPipPipPip
  • Storm
  • Storm
  • 836 posts
  • LocationAustria

Posted 14 November 2014 - 11:23 PM

View Postvalinor89, on 26 September 2014 - 11:59 AM, said:

I believe RAD DEP should interact with TARGET DECAY by removing the extended lock time but leaving the normat target decay without both modules.

Agreed!

#6 Kodyn

    Member

  • PipPipPipPipPipPipPipPip
  • The Pest
  • The Pest
  • 1,444 posts
  • LocationNY, USA

Posted 15 November 2014 - 12:08 AM

I didn't vote, but that's because I'd really rather see all mechs receive an extra module slot instead...with all the new weapons modules pretty much being mandatory, and Derp being on nearly everything, doesn't leave much wiggle room.

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 Savage Wolf

    Member

  • PipPipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 1,323 posts
  • LocationÅrhus, Denmark

Posted 15 November 2014 - 12:38 AM

But that would just mean that everytime a new must-have module is added, we would need a new mech module slot again. Wouldn't it be better to balance the modules instead of having modules that everyone just had to have? Doesn't give much build diversity either.

#8 Kodyn

    Member

  • PipPipPipPipPipPipPipPip
  • The Pest
  • The Pest
  • 1,444 posts
  • LocationNY, USA

Posted 15 November 2014 - 01:07 AM

I just don't see better versions of the mentioned modules being worth replacing the current "go-to" mods with, no matter what the values are, some buffs to a mech are just less useful or desirable. IE, I'm never going to care enough about Hill Climb on an assault to take it over Derp, no matter how climby they make it...Cap Accel will always be worthless, no matter how fast, because it doesn't make you money or help you stay alive, or kill faster, etc.

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 Crimson Fenris

    Member

  • PipPipPipPipPipPip
  • 235 posts

Posted 15 November 2014 - 01:36 AM

Radar deprivation is far too powerful, entirerly negating other module effects and acting like an ECM.

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 Heffey

    Member

  • PipPipPip
  • 72 posts

Posted 15 November 2014 - 02:35 AM

View PostCrimson 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 The Massive

    Member

  • PipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 331 posts
  • LocationAustralia

Posted 15 November 2014 - 04:39 PM

You need a 'none' option.

Put me down as a 'none'.

#12 Savage Wolf

    Member

  • PipPipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 1,323 posts
  • LocationÅrhus, Denmark

Posted 16 November 2014 - 02:32 AM

I do think that some of these modules at least would be used along side a must-have module if only you felt that they made a damn difference. If my dire whale was able to climb hills like a boss with the hill climb module then I would actually use it, at least on assaults.

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.

View PostMaccasimus, on 15 November 2014 - 04:39 PM, said:

You need a 'none' option.

Put me down as a 'none'.

There is a none option. It's where you select none.

#13 Lexx

    Member

  • PipPipPipPipPipPipPip
  • The Clamps
  • The Clamps
  • 740 posts
  • LocationSlung below a mech's arm shooting nothing but dirt

Posted 01 July 2015 - 06:16 PM

Instead of increasing the climbing speed, I'd like the hill climb module to increase the angle you can climb.

#14 Matthew Ace

    Member

  • PipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 891 posts
  • Twitter: Link
  • LocationSingapore

Posted 01 July 2015 - 06:25 PM

Target Deprivation is said to already subtract the base amount of Target Decay instead of outright negating 100% of Target Decay even with modules.

I.e. Target Decay II against a target with Target Deprivation will leave 3.5 - 2 = 1.5 seconds of Target Decay.





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users