

Before You Get Mad About Removing Rnr...
#1
Posted 17 December 2012 - 10:18 AM
On the surface of this announcement, I don't like it - I think repair and rearm should be a function of the game. Maybe community warfare will see a return of this mechanic in some fashion.
Just a thought.
#2
Posted 17 December 2012 - 10:21 AM


#3
Posted 17 December 2012 - 10:24 AM
I mean, technically, you aren't even buying individual missiles right now - the initial purchase is the only money you spend, so there is no longer a cost associated with using stupid amounts of ammo...
*shrug*
#4
Posted 17 December 2012 - 10:24 AM
The 75% rearm was neccesary to make any non-laser build affordable, but was far too easily circumvented to get huge amounts of expensive ammo for free. It was a flawed system.
I'd be fine with RnR if they can ever come up with a version without flaws.
#5
Posted 17 December 2012 - 10:26 AM
#6
Posted 17 December 2012 - 10:27 AM
Edited by Penance, 17 December 2012 - 10:27 AM.
#7
Posted 17 December 2012 - 10:29 AM
Penance, on 17 December 2012 - 10:27 AM, said:
RnR is also being removed. Every C-bill you earn is pure profit.
#8
Posted 17 December 2012 - 10:31 AM
#10
Posted 17 December 2012 - 10:36 AM
Redshift2k5, on 17 December 2012 - 10:24 AM, said:
The 75% rearm was neccesary to make any non-laser build affordable, but was far too easily circumvented to get huge amounts of expensive ammo for free. It was a flawed system.
I'd be fine with RnR if they can ever come up with a version without flaws.
You see I actually disagree here, I think spending extra mech resources on something for the metagame is perfectly acceptable. Spending an extra ton and space per 3 tons of ammo is acceptable in my book, it doesn't horribly gimp your mech but it's still suboptimal just so you can avoid rearm costs.
#11
Posted 17 December 2012 - 10:36 AM
Thank you.
Are moderators in these forums actually allowed to merge threads? If yes. Please oh good lord use it. We all would benefit from a bit more moderation.
Take a look on the bethsoft forums. This place (at least the TES section) is marvelous because you don't have to answer 5 threads on any given topic. And they even lock topics at a certain post count so you don't sift through pages upon pages of ever the same stuff being told.
#12
Posted 17 December 2012 - 10:37 AM
Kraven Kor, on 17 December 2012 - 10:24 AM, said:
I mean, technically, you aren't even buying individual missiles right now - the initial purchase is the only money you spend, so there is no longer a cost associated with using stupid amounts of ammo...
*shrug*
That's the direction of society in general, no consequences. Apparently consequences aren't fun and thinking or making decisions are also not fun. Getting stuff now and not worrying about it, not that's fun fun fun!

#13
Posted 17 December 2012 - 10:37 AM
Kraven Kor, on 17 December 2012 - 10:24 AM, said:
I mean, technically, you aren't even buying individual missiles right now - the initial purchase is the only money you spend, so there is no longer a cost associated with using stupid amounts of ammo...
*shrug*
One thing about stupid amounts of ammo is the increased number of critical slots leading to increased chances of an ammo explosion. So, it isn't without its risks to offset its benefits.
#14
Posted 17 December 2012 - 10:38 AM
I'm starting to like the changes. They aren't penalizing anyone, and most people will be getting that 7m cbill reward. They're making the game new player friendly and not having RNR, although sad to see a mechanic like that go, puts more focus on building / tweaking mechs and buying them as opposed to being a mechaccountant. Almost turns the game into the older titles, I don't think RNR costs were in them.
It's a little arcade, and a little sim.
They won't be able to cater to TT players 100%, nor to casuals 100%, I think they're really trying hard to find that place between both.
Edited by Penance, 17 December 2012 - 10:41 AM.
#15
Posted 17 December 2012 - 10:38 AM
The problem is that in practice it led to cost-heavy builds being essentially reserved for team play and premium accounts.
Not to mention the gaming of the system that occurred, and how some builds had to rely on 75% free ammo entirely.
#16
Posted 17 December 2012 - 10:45 AM
Kraven Kor, on 17 December 2012 - 10:18 AM, said:
On the surface of this announcement, I don't like it - I think repair and rearm should be a function of the game. Maybe community warfare will see a return of this mechanic in some fashion.
Just a thought.
Let's hope, but unless they are actually mitigating the "net gains" based on the type of chassis and tech in your mech then they are losing an entire balancing mechanic inherent to MW. Re: IF it's expensive to maintain it's gonna be expensive to lose, don't run it if you can't afford to lose it.
#17
Posted 17 December 2012 - 10:45 AM
I'm glad they are doing away it all together.
#18
Posted 17 December 2012 - 10:46 AM
Oh well, I guess we'll just have to wait and see. I guess I'll have to redesign my mechs to take advantage of this.
#19
Posted 17 December 2012 - 10:48 AM
Read the small print, sheesh.
#20
Posted 17 December 2012 - 10:49 AM
Penance, on 17 December 2012 - 10:32 AM, said:
but we're also making less per match....BRING ON THE GRINDZ
this will be strange.
Unless you are playing in a Trial Mech. This is a good thing, if not over generous. But will we see more 9Ms blowing up in matches now?
Quote
Edited by Joseph Mallan, 17 December 2012 - 10:51 AM.
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