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More Mod Slots On Mechs


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#1 MrVei

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Posted 07 July 2016 - 09:04 AM

for the players that dont boat, how many of of us would like to see mod slots standardized for mechs. some mechs have 6, some have 3, really pgi? mod slots shouldn't be a place for buff/nerfs on mechs. i think all mechs should have 6. or give us more unlocks then just one...

#2 ScrapIron Prime

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Posted 07 July 2016 - 09:16 AM

More unlocks is not a safe idea. Most people run with Radar Deprivation and one other depending on mech role. Giving them several more mech modules would only compound the gap between experienced and new players, as suddenly the vets are also ALL climbing unclimable hills, locking up targets at longer ranges, etc.

#3 Fut

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Posted 07 July 2016 - 10:21 AM

Aren't Module Slots supposed to be a way of fine tuning or customizing our Mechs to the way we want?
If they all had a tonne of Mod Slots, it would eliminate having to make decisions.

#4 Dino Might

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Posted 07 July 2016 - 10:41 AM

Mechs should have more mod slots and ALL mods should have balanced negative quirks with the positive ones they provide. Then we would have customization without the overwhelming experience gap dominating mech performance.

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 Moldur

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Posted 07 July 2016 - 10:42 AM

It is supposed to be non-standardized. A god mech like a Timberwolf does not need every ability under the sun. A light mech might have more module slots for say, radar dep, seismic, AMS overload, and other utilities because it sort of sucks for actually fighting.

Edited by Moldur, 07 July 2016 - 10:42 AM.


#6 Kubernetes

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Posted 07 July 2016 - 11:35 AM

I do wish they'd give more module slots to mechs that are regarded as "bad" or variants that suffer from some deficiency. For instance I think the Summoner should get an extra combo slot. The Enforcer 4P and the Marauder 3R are the only variants for the chassis with no JJ-- they should get extra module slots.

#7 ScrapIron Prime

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Posted 07 July 2016 - 11:49 AM

View PostKubernetes, on 07 July 2016 - 11:35 AM, said:

I do wish they'd give more module slots to mechs that are regarded as "bad" or variants that suffer from some deficiency. For instance I think the Summoner should get an extra combo slot. The Enforcer 4P and the Marauder 3R are the only variants for the chassis with no JJ-- they should get extra module slots.


Oh you do NOT want to give the 3R more module slots. That thing is already a beast.

#8 Tordin

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Posted 07 July 2016 - 12:28 PM

View PostDino Might, on 07 July 2016 - 10:41 AM, said:

Mechs should have more mod slots and ALL mods should have balanced negative quirks with the positive ones they provide. Then we would have customization without the overwhelming experience gap dominating mech performance.

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 TLBFestus

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Posted 07 July 2016 - 01:09 PM

Maybe PGI will seize upon this suggestion and SELL more mod slots for MC.

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 Uncle Stickyfinger

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Posted 07 July 2016 - 01:12 PM

View PostTordin, 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.

#11 627

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Posted 07 July 2016 - 01:14 PM

yay more power creep that gives vet players just another advantage against new guys that can barely equip their mechs.


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 MrVei

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Posted 07 July 2016 - 03:35 PM

View PostTordin, 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 Steve Pryde

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Posted 07 July 2016 - 03:51 PM

View PostScrapIron Prime, on 07 July 2016 - 09:16 AM, said:

More unlocks is not a safe idea. Most people run with Radar Deprivation and one other depending on mech role. Giving them several more mech modules would only compound the gap between experienced and new players, as suddenly the vets are also ALL climbing unclimable hills, locking up targets at longer ranges, etc.

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 Fut

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Posted 07 July 2016 - 04:14 PM

View PostUncle 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 Coolant

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Posted 07 July 2016 - 07:20 PM

I just wish the mechs had more mod slots period. There are enough modules now (but more would be welcome) that you could sort of build a mech that might be a little different than your neighbors by choosing different modules.

#16 MauttyKoray

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Posted 07 July 2016 - 07:25 PM

View PostMrVei, on 07 July 2016 - 09:04 AM, said:

for the players that dont boat, how many of of us would like to see mod slots standardized for mechs. some mechs have 6, some have 3, really pgi? mod slots shouldn't be a place for buff/nerfs on mechs. i think all mechs should have 6. or give us more unlocks then just one...

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.

View PostScrapIron Prime, on 07 July 2016 - 09:16 AM, said:

More unlocks is not a safe idea. Most people run with Radar Deprivation and one other depending on mech role. Giving them several more mech modules would only compound the gap between experienced and new players, as suddenly the vets are also ALL climbing unclimable hills, locking up targets at longer ranges, etc.

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 Sagamore

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Posted 07 July 2016 - 08:28 PM

They just need to limit the modules 1 per weapon (ie. you must pick range OR cooldown). The current system encourages boating to get full benefit from your module slots.

#18 Shadowomega1

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Posted 07 July 2016 - 09:22 PM

Well the timberwolf could use 1 more weapon slot as it only has 1 weapon slot.

#19 Kubernetes

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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 Y E O N N E

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Posted 07 July 2016 - 10:43 PM

I feel like certain weapon modules ought to be universal, i.e. SRM range should apply to all SRMs rather than specific tube counts.

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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