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Do Range Modules Increase Heat?


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#21 FupDup

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Posted 23 June 2015 - 10:46 AM

Speaking of module system revamping, I dug up one of my old walls of text on that topic...

View PostFupDup, on 06 June 2015 - 09:32 AM, said:

I think that the whole module system should be revamped a second time, this time focusing on actual module class differentiation. The current system of mech/consumable/weapon doesn't have anything to do with roles or strengths/weaknesses. The consumable slot in particular is a blatant money sink, trying to get you to pay to fill up all of your mod slots (before the mod update you could fill up all your slots with passive mods).

There should be a lot more specific categories for "Modules 3.0" or whatever we want to call it.


The categories that I would start with would be the following:



Scout/Recon/Sensors: These modules will either help you gather info about the red team, or hide info from the red team. Includes Seismic Wallhack, Radar Derp, UAV, Target Decay, Sensor Range, Target Info, and 360 Targeting.

Offense: These modules are for mechs who take the fight right to the front door. Right now this would mostly entail weapon cooldown mods. Coolant Flush might go here as well?

Defense: These modules are for being a hardass and not dying, things that make you tougher. Right now we only have Advanced Gyros for this category, and it's laughably underpowered... We need more defensive-focused modules. Stuff like increased internal structure on certain body sections (i.e. "Center Torso Structure Module"). Maybe add a consumable turret drop if PGI really insists on their money sinks.

Support: Similar to offense, but less about direct confrontations and more about being methodical and keeping the red team at arm's reach. Weapon range modules would go here, along with Artillery and Airstrikes. I think that Advanced Zoom might go here too.

Mobility: Modules that make you maneuver better. Right now our only mobility mods are Speed Retention and Hill Climb. We need more mods in this category, like a small speed boost (+5%), some agility mods, JJ boost, etc.

Generalist: This module slot type exists for mechs whose role is to be a versatile jack-of-all-trades. This slot type can fit any module from any other category. This namely applies to most mediums, along with some other various mechs here and there.


Those are the only ones I can think of for now. After doing all that jazz above, module slot categories would actually pertain to a mech's role or strengths/weaknesses rather than the current way-too-broad system that doesn't do such.


#22 Alistair Winter

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Posted 23 June 2015 - 10:50 AM

View PostFupDup, on 23 June 2015 - 10:37 AM, said:

Well, the issue here is that only weapon modules had weaknesses. Mech modules and consumables, on the other hand, did not. Thus, it was superior to just use mech mods/consumables. Plus the range boost wasn't even big enough to warrant the amount of extra heat they got...

Well, the last part is like throwing the baby out with the bath water. It was poorly balanced, but that doesn't mean it was inherently a bad idea to counter an advantage with a disadvantage.

And the first part of that argument makes no sense to me either, because mech modules and weapon modules are entirely separate things. Even if we have one master slot that can be used for either, it makes no sense to remove the disadvantage of weapon modulesbecause mech modules lack any disadvantage. Especially now that we have separate slots for weapon and mech modules.

And as a third point, I'd just like to say that all mech modules should have disadvantages too. It would potentially create some deeper gameplay and make people think more about which module would fit their build and play style. Still not quite role warfare as originally described, but better than nothing.

View PostFupDup, on 23 June 2015 - 10:37 AM, said:

I think that an "indirect" way to deal with this might be to introduce something like "Stock Modules." What I mean by that is that any new mech you would buy would come with some generic placeholder default modules installed permanently (i.e. +6% cooldowns on all weapons, bla bla bla). Thus, buying more modules wouldn't be about adding entirely new powers to the mech, but rather replacing some existing powers with something else.

That would be fine too, even though it's kind of the same as the original heat penalty. Whether they nerf all modules or add these stock modules... it's effectively the same thing. The only difference is slightly lower TTK overall, since pretty much every mech in the game would now have modules.

#23 FupDup

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Posted 23 June 2015 - 10:54 AM

View PostAlistair Winter, on 23 June 2015 - 10:50 AM, said:

That would be fine too, even though it's kind of the same as the original heat penalty. Whether they nerf all modules or add these stock modules... it's effectively the same thing. The only difference is slightly lower TTK overall, since pretty much every mech in the game would now have modules.

The difference is that the modules would be balanced among themselves, rather than being balanced against mechs that aren't carrying any at all (because every mech would have a set of generic mods by default).

The weakness would be more "implicit" or implied than explicit. For example, to build off of the arbitrary number I used earlier, you might have to choose between the pre-installed +6% cooldown mod on every weapon, or install your own +12% cooldown mod on one specific weapon.

Do keep in mind that defensive modules are also possible and should happen, not just offensive/damage ones...stuff like more internal structure on certain body parts or w/e. Scroll up a few posts to see my wall of text about a system reform. :P

Edited by FupDup, 23 June 2015 - 10:58 AM.


#24 Love in an Annihilator

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Posted 23 June 2015 - 01:40 PM

I like the modules: they give you something to strive for and - unlike having to master 2 mechs you probably never want to use again - it doesn't feel like a grind but more like putting the icing on cake.

I just wish they would buff the situational ones like hill climbing or that fall damage module to make them worth considering. +12% range for MG or Flamer also seems silly.





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