Ultimatum X, on 30 July 2014 - 09:27 AM, said:



1) This module slot change should have then been packaged with that "bigger diversity" of modules. At least then, there might seem to be some sense to the current changes outside of "stuff got nerfed".



2) These module slot changes, as they are on the live servers, are not successful in your goal of "motivating players to play certain roles".



Here's why:



> Most consumables are poorly designed. The only ones being used are Artillery Strike, Air Strike, UAV and Coolshot. Mostly, it's just Artillery and Air strike with a sprinkle of UAVs.



> How does everyone using the exact same consumables in any way promote "roles"? It does not.















A bigger number of modules does not necessarily equate to more choice, unless you think choosing between



"bag full of cash"

"bag full of banana peels"

"bag full of confetti"



....constitutes a real "choice".



That's what we have right now.



We have some consumables and some mech modules that are good.



Then we have many that are outright bad.



And lastly we have Weapon Modules which are just completely awful both in performance gains and cost.













This sounds like you have convinced yourself, but not by actually looking at how the game is played. It sounds great, but really there is little substance in the above quote.



Please provide a few examples of how you feel you achieved this stated goal.



There was actually more customization the more mech module slots we had, as opposed to less.



Here's why (targeting players who used mech modules, as opposed to consumables):



> Players gravitated towards several critical modules that were universally useful.

> Then with any remaining slots, they would use the remaining few situational modules that would suit their build

> Few to no players used weapon modules because they are terrible value.











I think the goal is admirable, and as a grizzled veteran of countless MMOs I'm accustomed to nerfs, buffs and massive system changes.



I have no issue with any of that.





The issue is, I do not feel your current changes have even come close to the goal you've set out.



As one poster has jokingly posted, here is the new module slot load out for pretty much everyone:



Weapon 1) Empty, or AMS a

Weapon 2) Emtpy, or AMS b or Machine gun



Consumable 1) Artillery Strike

Consumable 2) Air Strike or UAV



Mech Mod 1) Seismic Sensor

Mech Mod 2) (High) Radar Dep or (Moderate) Advanced Zoom or (LRM Specific) Adv Targeting Decay





While it was a joke, it was extremely apt. This is the likely loadout of many, many players regardless of their mech weight class.









Here's what I would suggest:



1) Consumable mods require an entire overhaul so that Air/Arty strike aren't the borderline defacto choices of anything that isn't a light mech that might slot UAV in place of one of those.



2) Weapon modules need an overhaul. They have both low beneifts with a drawback, and are also too expensive for said benefits.



3) Revamp your concept for modules according to roles.



A: Go through all of the mechs. Identify the roles you see these mechs performing, use the KISS principle. Be sure to actually label the mechs, in-game, for players to see the role you intended for that mech.



B: Then identify which module types suit those specific roles. Including Weapon, Consumable & Mech Modules.



C: Then give each mech a specified number of UNIVERSAL mech module slots. here they can slot any mech module.



Then give each mech a specified number of ROLE SPECIFIC module slots, here they can slot any mech, consumable or weapon module slot that falls under the specified role umbrella as identified in B.