Cebi, on 06 June 2015 - 09:17 AM, said:
I think they should be limited to certain mechs (i.e. scouts) to reinforce role warfare. And get rid of the credit cost whilst you're at it; no need penalise scouts financially!
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.
Edited by FupDup, 06 June 2015 - 09:37 AM.