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[Suggestion] Don't Try To Balance Mechs Until You Have Good Modules Available.


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#1 Valatar

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Posted 26 November 2012 - 06:11 PM

The title is fairly self-explanatory, but for anyone in the audience who didn't catch on from that alone, I will explain. PGI is using module slots to attempt to balance out weaker and stronger mech variants. Weaker variants like the Jenner-K have an extra slot, stronger ones like the Hunchback-P have one less slot, middle of the road variants have a baseline of two slots, and mastering a variant gives you a bonus slot. This means that a mastered mech will have between two and four module slots to go on.

The problem is that most modules are mediocre at best right now. The capture accelerator is really the only one of consequence to most players, so it's irrelevant whether a mech has two or four slots if only one is needed. As a balancing mechanic, modules are currently a failure.

However, if they follow their proposed skill plans, modules will eventually be used for amazing things like airstrikes, targeting multiple opponents, improved vision modes, etc. At that point it will become very very important to have module slots on a mech, and boats like the Hunch-P and Cat-A1 will be at a distinct disadvantage for having so few, while weaker ones like the Jenner-K may become more important for players who need the module powers to perform their roles on the battlefield.

So my suggestion is to cool it on the boat hating until you actually have good modules available. The balancing mechanic of module slots will work, but not until the modules are there. Then the players can decide if they want to go for the simplicity of only having one weapon system on their mech at the cost of modules, or are willing to have to juggle multiple different weapons in exchange for the advantage of fitting more modules on the mech, or are willing to have a functionally weaker mech for the most modules.

#2 Voidsinger

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Posted 26 November 2012 - 06:35 PM

I think you are underestimating some of the modules.

Extending sensor range module added to the sensor information module effectively gives you a Beagle Probe (expensive, but saves tonnage, no targeting of powered down mechs).

360 degrees targeting seriously reduces swing around lock on time, and is also very handy for scouts who may go past a target without at that time having all the sensor information.

The Advanced zoom does have a few resolution problems, caused by network limitations, but is still usable for sniping.

I'd say the Capture Accelerator is in fact the least useful, worst value for the C-bill module there is.

You also seem to believe the devs haven't taken module strengths into account when assigning the number of module slots per mech. Given they have the complete road map of where they are headed with modules, you may well be underestimating them.

#3 sycocys

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Posted 26 November 2012 - 08:06 PM

Being able to gather target info 25% faster is a huge advantage. Far, far more so than a cap speed increase. Or maybe you haven't notice that they slowed down the gather rate with the release of BAP?

#4 Kobura

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Posted 26 November 2012 - 10:04 PM

View Postsycocys, on 26 November 2012 - 08:06 PM, said:

Being able to gather target info 25% faster is a huge advantage. Far, far more so than a cap speed increase. Or maybe you haven't notice that they slowed down the gather rate with the release of BAP?


I /thought/ it was taking longer. And I even have the extra 25%. So it's not just me then.

#5 Imagine Dragons

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Posted 27 November 2012 - 07:23 AM

BAP is 25%

The module is like 10/15%

#6 sycocys

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Posted 27 November 2012 - 07:50 AM

View PostXenomorphZZ, on 27 November 2012 - 07:23 AM, said:

BAP is 25%

The module is like 10/15%

You are correct, I didn't have the game loaded up at the time. But it doesn't change the fact that faster target acquisition is a pretty major advantage in determining your tactics for facing a mech.





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