

Why Is Moduels So Insanely Expensive?
#1
Posted 14 June 2016 - 05:44 AM
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
Posted 14 June 2016 - 05:46 AM
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
Posted 14 June 2016 - 06:02 AM
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
Posted 14 June 2016 - 06:11 AM
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
Posted 14 June 2016 - 06:26 AM
Alistair Winter, on 14 June 2016 - 06:11 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.
#6
Posted 14 June 2016 - 07:12 AM
MeiSooHaityu, 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
Posted 14 June 2016 - 07:14 AM
CapperDeluxe, 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
Posted 14 June 2016 - 07:15 AM
#9
Posted 14 June 2016 - 07:38 AM
Alistair Winter, on 14 June 2016 - 06:11 AM, said:
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
Posted 14 June 2016 - 07:40 AM
#11
Posted 14 June 2016 - 07:46 AM
#12
Posted 14 June 2016 - 07:47 AM
Dashia, on 14 June 2016 - 07:46 AM, said:
Override + Overheating = self destruct

Edited by MeiSooHaityu, 14 June 2016 - 07:47 AM.
#13
Posted 14 June 2016 - 08:12 AM
Dashia, on 14 June 2016 - 07:46 AM, said:
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
Posted 14 June 2016 - 08:41 AM
MeiSooHaityu, 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
Posted 14 June 2016 - 08:48 AM
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
Posted 14 June 2016 - 11:31 AM
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
Posted 14 June 2016 - 12:07 PM
I rather prefer to be a good pilot in different mechs than relying on expensive crutches.
#18
Posted 14 June 2016 - 12:11 PM
Alistair Winter, on 14 June 2016 - 06:11 AM, said:
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
Posted 14 June 2016 - 12:18 PM
CapperDeluxe, on 14 June 2016 - 06:02 AM, said:
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
Posted 14 June 2016 - 12:18 PM

1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users