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Useless Modules Need A Change


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#21 Davers

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Posted 15 October 2016 - 01:47 PM

Nice necrothread. I almost shot coffee through my nose when I saw Vassago had posted.

Its funny how complaints from 2014 fit right at home today. It's also a good reminder how no new modules have been added in the last 2 years.

#22 Deathlike

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Posted 15 October 2016 - 02:02 PM

View PostDavers, on 15 October 2016 - 01:47 PM, said:

Nice necrothread. I almost shot coffee through my nose when I saw Vassago had posted.


He's still around... just not posting.

Quote

Its funny how complaints from 2014 fit right at home today. It's also a good reminder how no new modules have been added in the last 2 years.


A lot of the mech modules still suck... if anything the comments made up to this point about those modules are still true today.

I'm thoroughly convinced our balance overlord is incapable of designing a new module... and even if that was possible, it would be the next goto module.

The last module talked about was that "super AMS" consumable, but that was before the guy responsible for said ideas left PGI. Many things suddenly became Lostech since then (like the LBX code).

At this point, it's better to call a lot of the older mech modules "placeholders" since very few options are better than Seismic Sensor Wallhack and Radar Deprivation Derp.

#23 Angel of Annihilation

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Posted 15 October 2016 - 02:40 PM

View PostBandilly, on 15 October 2016 - 06:05 AM, said:

Two years and most modules are still useless.


Is this the truth. There is just so much wrong with this game. Most modules are worthless and the ones that are worth having generally are must haves yet they are priced so ridiculously high that you can only by one of each and than swap them between mechs.

Then we have our lovely mech skills that make it a requirement to own 3 of every chassis to master plus what the hell does Pin Point even do???

I would like to see modules be treated just like an ordinary piece of equipment that you would mount on every mech you own by basically reducing their prices to about 10% of what they are now.

The other option would be to remove modules all together and instead create a robust pilot skill system that actually let you invest the experience you earn on any chassis to buy various skills like UAC mastery which would reduce jam chance by X amount for every 1000 XP you spend in the skill or heat mastery with maxed out with a million XP would give you a -15% to heat across the board or Jump Jet mastery which gave you +20% to Jump just thrust and distance once mastered, things like that were each player would have to choose how they wanted to build and specialize themselves. Basically have about 50 different things you can invest your XP into, maybe even put these skills on sliders kind of like how Ultima Online did where you can toggle advancement on or off each skill or lock a skill in a certain place, etc as you gain XP. Something like that would totally rock and give people a purpose besides just collecting mechs in the game.





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