

More Mod Slots On Mechs
#1
Posted 07 July 2016 - 09:04 AM
#2
Posted 07 July 2016 - 09:16 AM
#3
Posted 07 July 2016 - 10:21 AM
If they all had a tonne of Mod Slots, it would eliminate having to make decisions.
#4
Posted 07 July 2016 - 10:41 AM
I want to see skill trees and mods that are sidegrades, not upgrades. I don't want a free lunch, so that I have to more carefully balance my options.
Right now, the most lacking thing in this game is mech lab tuning possibilities. I remember spending more time designing and testing in Heavy Gear 2 for crying out loud. The TV system in that game was a great mechanic, for all the lack of balancing they actually did.
#5
Posted 07 July 2016 - 10:42 AM
Edited by Moldur, 07 July 2016 - 10:42 AM.
#6
Posted 07 July 2016 - 11:35 AM
#7
Posted 07 July 2016 - 11:49 AM
Kubernetes, on 07 July 2016 - 11:35 AM, said:
Oh you do NOT want to give the 3R more module slots. That thing is already a beast.
#8
Posted 07 July 2016 - 12:28 PM
Dino Might, on 07 July 2016 - 10:41 AM, said:
I want to see skill trees and mods that are sidegrades, not upgrades. I don't want a free lunch, so that I have to more carefully balance my options.
Right now, the most lacking thing in this game is mech lab tuning possibilities. I remember spending more time designing and testing in Heavy Gear 2 for crying out loud. The TV system in that game was a great mechanic, for all the lack of balancing they actually did.
Agreed.
IMO. There shouldnt be any modules in the way they are. They could add slot(s) into the different weapons themself with weapon modules having positive and negative attributes. Same for mech modules. They could be fit into appropriate parts of the mechs. To explain it better, make the weapons have slots like with the engines having heatsinks slots. Mech advanced zoom module modules could be put into say some head part, climb module slotted into the legs etc. Just a thought.
Edited by Tordin, 07 July 2016 - 12:32 PM.
#9
Posted 07 July 2016 - 01:09 PM
Wouldn't be a bad idea, as long as all mechs had the option to somehow access additional mod slots, MC would just "grease the skids".
#10
Posted 07 July 2016 - 01:12 PM
Tordin, on 07 July 2016 - 12:28 PM, said:
They could add slot(s) into the different weapons themself with weapon modules having positive and negative attributes. Same for mech modules. They could be fit into appropriate parts of the mechs. To explain it better, make the weapons have slots like with the engines having heatsinks slots. Mech advanced zoom module modules could be put into say some head part, climb module slotted into the legs etc. Just a thought.
This might be a cool way to designate the various weapon manufacturers and their slight variations, if you could "brand" the weaponry for bonuses (and drawbacks). Like, make that Atlas AC20 into a "Defiance Industries 'Mech Hunter Autocannon 20" that had unique pros and cons. Then you could tweak, and add some lore flavor as well. With enough variety these could be applied to armor and ammo as well.
#11
Posted 07 July 2016 - 01:14 PM
You know what? we should go back in time here, where modules actually had a drawback. You want more range you pay more heat!
We need sidegrades, not upgrades.
Edited by 627, 07 July 2016 - 01:15 PM.
#12
Posted 07 July 2016 - 03:35 PM
Tordin, on 07 July 2016 - 12:28 PM, said:
Agreed.
IMO. There shouldnt be any modules in the way they are. They could add slot(s) into the different weapons themself with weapon modules having positive and negative attributes. Same for mech modules. They could be fit into appropriate parts of the mechs. To explain it better, make the weapons have slots like with the engines having heatsinks slots. Mech advanced zoom module modules could be put into say some head part, climb module slotted into the legs etc. Just a thought.
That is a awesome idea!! all i really want is more weapon mod slots on mechs since i tend to run 3-4 different weapons and would like to have 1 mod for each one. if each body part or weapon had a mod slot we could custom build it all the way
#13
Posted 07 July 2016 - 03:51 PM
ScrapIron Prime, on 07 July 2016 - 09:16 AM, said:
I think he is talking about weapon module slots and few slots tending to build mono builds with 1 or 2 different weapon systems. For example a Catapult A1 has 3(!) mech module slots and 2 for weapons meanwhile the Timber Wolf has only 2 mech module slots and 1(!) weapon slot, no wonder when u only see builds with 1 or 2 different weapon systems on that most of the time.
But yeah, in the end PGI should get rid off modules and remove them from the game. It's not good for weapon balance and players are buying less mechs which mean less selling mechbays.
Edited by Steve Pryde, 07 July 2016 - 03:57 PM.
#14
Posted 07 July 2016 - 04:14 PM
Uncle Stickyfinger, on 07 July 2016 - 01:12 PM, said:
This might be a cool way to designate the various weapon manufacturers and their slight variations, if you could "brand" the weaponry for bonuses (and drawbacks). Like, make that Atlas AC20 into a "Defiance Industries 'Mech Hunter Autocannon 20" that had unique pros and cons. Then you could tweak, and add some lore flavor as well. With enough variety these could be applied to armor and ammo as well.
Sad that PGI didn't go this route to begin with, it seems so logical.
Just so much missed opportunity with stuff like this.
#15
Posted 07 July 2016 - 07:20 PM
#16
Posted 07 July 2016 - 07:25 PM
MrVei, on 07 July 2016 - 09:04 AM, said:
They're meant to fine tune your mech that last bit to your own specifications. i.e. maybe you like your medium lasers to shoot a little bit farther, or you prefer your AC10 to shoot slightly faster, etc. They're not meant to power boost every weapon you have, and 'boating' will be taken care of by the power draw system hopefully.
ScrapIron Prime, on 07 July 2016 - 09:16 AM, said:
and I still advocate that Radar Dep is a broken module and needs to be changed from instant target loss to reduced target retention.
#17
Posted 07 July 2016 - 08:28 PM
#18
Posted 07 July 2016 - 09:22 PM
#19
Posted 07 July 2016 - 09:36 PM
I'd prefer that they allow you to stack weapons modules, albeit adding a second has diminishing returns. For instance, want an ultimate sniper, how about TWO ERLL range modules, giving you 17.5% more range? Talk about more customization and unique builds.
#20
Posted 07 July 2016 - 10:43 PM
I mean, it's not like modules aren't already must-haves. Just cut the bull and give me all the power-creep since that's the road we've already taken.
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