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Why Is Moduels So Insanely Expensive?


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#1 Chryckan

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Posted 14 June 2016 - 05:44 AM

I don't get why a mod cost more than a new mech with a spanking new XL engine?

At the moment I'm having to debate whether I should by the 3rd Blackjack I need to elite the chassis or get the seismic mod which I need since in the blackjack I tend to get group hugged by the enemy if I lose situational awareness or because no one on my team has targeted any enemies when I'm flanking.
Because both will set me back about the same.

That the mod price is an obvious money sink game mechanic for PGI is clear. And I guess it steep price is calculated to include just buying one mod and switching it around between mods.

But I'm not sure how effective it is as at the moment, because at least for me, the prices are too high for me to sink any Cbills in it at all.
Were as if the price would have been around 500k I probably just bite the bullet and buy the mod for each mech I own, or run regularly, just to avoid the bother of having to switch mods between mechs. (Which for me is a pain since I can never remember what mech I used it in last.)
Meaning it would make it more likely for me to drop more Cbills in the long run instead of guaranteeing me just swapping around the single one I'd ever buy.

#2 Narcissistic Martyr

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Posted 14 June 2016 - 05:46 AM

Cbill sink to convince folks to pay IRL money for stuff.

Frankly I doubt it works that way. PGI would be better giving us more cbills so we buy more mechs and thus need more mech bays which most people don't hesitate to buy.

#3 Mechteric

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Posted 14 June 2016 - 06:02 AM

It's because the modules aren't really necessary to play, win, or enjoy the game. Spend wisely.


But yeah, definitely get the seismic mod, you'll want to use it on every mech. Also get radar deprevation mod for when the LRMs are blotting out the sun.

Other than those two, the rest are completely optional.

Edited by CapperDeluxe, 14 June 2016 - 06:03 AM.


#4 Alistair Winter

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Posted 14 June 2016 - 06:11 AM

"Endgame", basically. It's the answer to all the veterans asking "Well, what now?". You spend tens or hundreds of millions on modules.

As far as PGI is concerned, it was basically hitting two birds with one stone. They figured this would be an acceptable substitute for role warfare, and it would also encourage more people to spend MC on Premium time (and C-bill bundles at a later point). They explicitly said that this would be like role warfare, I believe. But instead of paying for skill trees with XP, you pay for modules with C-bills.

The whole thing is just ridiculous. It feels so incomplete, it feels like a place-holder solution. Hill climbing modules? Improved gyros? For mechs with only 2 module slots? Does it really feel like they've spent a lot of time thinking about how to balance modules? It's so sloppy. But now it's stuck in the game, especially because PGI started using modules as part of mech packs. People would be piiiiiiissed if modules were removed from the game at this point.

#5 MeiSooHaityu

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Posted 14 June 2016 - 06:26 AM

View PostAlistair Winter, on 14 June 2016 - 06:11 AM, said:

Does it really feel like they've spent a lot of time thinking about how to balance modules? It's so sloppy.


Agreed, it doesn't feel like they spent much time balancing modules. There are clearly modules that are more useful than others. There are even modules that feel broken in how they function (like seismic and cool shot).

Really, if we want to reduce TTK and reliance on laser vomit, it feels like removing Cool Shot would be a nice starting point.

#6 Mechteric

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Posted 14 June 2016 - 07:12 AM

View PostMeiSooHaityu, on 14 June 2016 - 06:26 AM, said:


Agreed, it doesn't feel like they spent much time balancing modules. There are clearly modules that are more useful than others. There are even modules that feel broken in how they function (like seismic and cool shot).

Really, if we want to reduce TTK and reliance on laser vomit, it feels like removing Cool Shot would be a nice starting point.


Cool shot costs CBills and only gets one use per match, so I really don't think they are what are causing TTK drops over the course of a match.

#7 MeiSooHaityu

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Posted 14 June 2016 - 07:14 AM

View PostCapperDeluxe, on 14 June 2016 - 07:12 AM, said:


Cool shot costs CBills and only gets one use per match, so I really don't think they are what are causing TTK drops over the course of a match.


One extra Alpha strike can make a difference in any match.

Besides, every little bit helps. Not to mention, some still use the MC version as well.

But, if people feel it isn't that big of a deal, removing cool shot completely shouldn't be missed by anyone at all. More reason to do it. :)

Edited by MeiSooHaityu, 14 June 2016 - 07:16 AM.


#8 DAYLEET

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Posted 14 June 2016 - 07:15 AM

If they didnt force people into spending money at every turn, then they would be left with the people who... well... hmm, i guess there would be more people playing and then we wouldnt have to pretend we are a niche game.

#9 Lykaon

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Posted 14 June 2016 - 07:38 AM

View PostAlistair Winter, on 14 June 2016 - 06:11 AM, said:

"Endgame", basically. It's the answer to all the veterans asking "Well, what now?". You spend tens or hundreds of millions on modules.

As far as PGI is concerned, it was basically hitting two birds with one stone. They figured this would be an acceptable substitute for role warfare, and it would also encourage more people to spend MC on Premium time (and C-bill bundles at a later point). They explicitly said that this would be like role warfare, I believe. But instead of paying for skill trees with XP, you pay for modules with C-bills.

The whole thing is just ridiculous. It feels so incomplete, it feels like a place-holder solution. Hill climbing modules? Improved gyros? For mechs with only 2 module slots? Does it really feel like they've spent a lot of time thinking about how to balance modules? It's so sloppy. But now it's stuck in the game, especially because PGI started using modules as part of mech packs. People would be piiiiiiissed if modules were removed from the game at this point.



Clearly the modules are not balanced against each other. There is clearly an advantage to some and little to no need for others.

Seismic sensor and Radar Dep. are the go to modules that pretty much every mech get use out of.

While we have other modules that seem like a waste of space and c-bills.

Cap accelerator (because Skirmish mode is the most popular so good luck getting a match where that module is worth having)

Speed retention is nearly worthless because it doesn't retain enough speed to merit not taking a seismic or radar derper.

So essentially any given mech will have

Slot one: Seismic
Slot two: Radar derper
Slot three: weapon cooldown module
Slot four: weapon range module
Slot five consumable: Arty/air strike
Slot six consumable: UAV/Coolant

#10 blood4blood

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Posted 14 June 2016 - 07:40 AM

^What they said. Seismic/radar are the most expensive because they're the most useful, but the whole system of skill trees and modules is really just an XP/C-bill sink anyway (and both are full of some obsolete and next-to-worthless garbage).

#11 Dashia

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Posted 14 June 2016 - 07:46 AM

Can i get a mod for self destruct? Like in MW4 they should explode anyway but ill pay to make my red ct SHD got out with a bang in the middle of the red team.

#12 MeiSooHaityu

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Posted 14 June 2016 - 07:47 AM

View PostDashia, on 14 June 2016 - 07:46 AM, said:

Can i get a mod for self destruct? Like in MW4 they should explode anyway but ill pay to make my red ct SHD got out with a bang in the middle of the red team.


Override + Overheating = self destruct :)

Edited by MeiSooHaityu, 14 June 2016 - 07:47 AM.


#13 blood4blood

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Posted 14 June 2016 - 08:12 AM

View PostDashia, on 14 June 2016 - 07:46 AM, said:

Can i get a mod for self destruct? Like in MW4 they should explode anyway but ill pay to make my red ct SHD got out with a bang in the middle of the red team.


You just reminded of an MW4 game where one team took a ton of flamers and explosives, shut down the other team then blew themselves up for the win. LOL

#14 Mawai

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Posted 14 June 2016 - 08:41 AM

View PostMeiSooHaityu, on 14 June 2016 - 06:26 AM, said:


Agreed, it doesn't feel like they spent much time balancing modules. There are clearly modules that are more useful than others. There are even modules that feel broken in how they function (like seismic and cool shot).

Really, if we want to reduce TTK and reliance on laser vomit, it feels like removing Cool Shot would be a nice starting point.


Really? I've never used cool shot ... I find it very situational though useful if it lets you get the one extra volley that can kill an opponent. The rest of the time it just doesn't seem like a good use of resources and a module slot. Most of the time I fit UAV and Arty for consumables. On the other hand, I only rarely drive assaults where the cool shot might be more useful than a UAV.

#15 MeiSooHaityu

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Posted 14 June 2016 - 08:48 AM

I've been seeing cool shot used more and more in let's plays.

For instance, even Sean Lang has been using it in his Timber Wolf builds and he seemed to be against using cool shot at one point in the past.

I just think anything that circumvents a system designed to limit firepower is probably not that good to have in game (even if it's effects are temporary).

I will be curious to see how this new Power Draw system effects everything. With my luck, there will be a battery backup module :/

Edited by MeiSooHaityu, 14 June 2016 - 08:49 AM.


#16 Moldur

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Posted 14 June 2016 - 11:31 AM

Hold off on modules. Not everyone is running seismic and radar dep, contrary to popular belief. You don't need them just to play around in quickplay.

I'm glad others think that modules are pretty dumb in the context of their intended purpose. Some are useful yes, very much so, but that doesn't mean it should be in the game. I kind of laugh at the thought of somebody sitting there thinking up the system because it sound so ridiculous without a precedent. "Alright, so this one, when you stand still, you see all the enemies around you on your radar... It'll be uh.. 6 million c-bills. This other one, it'll make you run up hills slightly faster.."

#17 Tordin

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Posted 14 June 2016 - 12:07 PM

I try to avoid using modules at all. Well its not hard not using them. If at all, I use them on mechs that have weak quirks, some other bad things about them (few hardpoints, low speed, bad hitboxes etc) or to amplify a specific mech's speciaity weapon(s). My best example is using UAC 5 cooldown and range modules on the Enforcer 5P which also have decent quirks for it. Its a monster I tell ya! Even without modules its very useful.

I rather prefer to be a good pilot in different mechs than relying on expensive crutches.

#18 Narcissistic Martyr

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Posted 14 June 2016 - 12:11 PM

View PostAlistair Winter, on 14 June 2016 - 06:11 AM, said:

"Endgame", basically. It's the answer to all the veterans asking "Well, what now?". You spend tens or hundreds of millions on modules.

As far as PGI is concerned, it was basically hitting two birds with one stone. They figured this would be an acceptable substitute for role warfare, and it would also encourage more people to spend MC on Premium time (and C-bill bundles at a later point). They explicitly said that this would be like role warfare, I believe. But instead of paying for skill trees with XP, you pay for modules with C-bills.

The whole thing is just ridiculous. It feels so incomplete, it feels like a place-holder solution. Hill climbing modules? Improved gyros? For mechs with only 2 module slots? Does it really feel like they've spent a lot of time thinking about how to balance modules? It's so sloppy. But now it's stuck in the game, especially because PGI started using modules as part of mech packs. People would be piiiiiiissed if modules were removed from the game at this point.


Well the hill climbing module at least as a purpose in the form of the oxide as without it you tend to get stuck a lot on canyon and bog.

#19 Fut

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Posted 14 June 2016 - 12:18 PM

View PostCapperDeluxe, on 14 June 2016 - 06:02 AM, said:

It's because the modules aren't really necessary to play, win, or enjoy the game. Spend wisely.


But yeah, definitely get the seismic mod, you'll want to use it on every mech. Also get radar deprevation mod for when the LRMs are blotting out the sun.

Other than those two, the rest are completely optional.


I've never used Seismic or Radar Dep, like all the other modules they are optional.

#20 Paradox42

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Posted 14 June 2016 - 12:18 PM

I'd rather be a good pilot in different mechs and use expensive tools to use the full potential of all mechs I use. You dont drive a Porsche just in 2nd gear as well. ;)





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