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What Does The Community Think Of Consumables?


101 replies to this topic

Poll: Consumables (470 member(s) have cast votes)

Hot or Flop?

  1. I think consumables are a good idea. (46 votes [9.81%])

    Percentage of vote: 9.81%

  2. I think consumables are a bad idea. (169 votes [36.03%])

    Percentage of vote: 36.03%

  3. I don't care either way. (17 votes [3.62%])

    Percentage of vote: 3.62%

  4. I don't know. (15 votes [3.20%])

    Percentage of vote: 3.20%

  5. Depends on how they are implemented. (222 votes [47.33%])

    Percentage of vote: 47.33%

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#41 Windies

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Posted 04 March 2013 - 01:12 PM

View PostKhobai, on 04 March 2013 - 01:09 PM, said:

As long as theres no MC only consumables im fine with it.


What if the MC versions are different in that they have multiple uses or different effects? Is that considered a grey area?

Obviously I don't know how they are going to implement them, but it seems the most logical approach because if the MC versions are the exact same as the c-bill versions, the only way to get people to buy them is to price the c-bill versions at an astronomical price.

#42 VEightFreak427

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Posted 04 March 2013 - 01:13 PM

View PostLonestar1771, on 04 March 2013 - 01:09 PM, said:

but coolant flush in my mind is just as bad as the 3rd person view. It has no place in this game and honestly is just a crutch for noobs who can't manage their heat.


Good point and I think I have to agree.

View PostKhobai, on 04 March 2013 - 01:09 PM, said:

As long as theres no MC only consumables im fine with it.


They confirmed that you will be able to buy them with c-bills so that is good.

#43 Orzorn

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Posted 04 March 2013 - 01:14 PM

View PostWindies, on 04 March 2013 - 01:12 PM, said:

Obviously I don't know how they are going to implement them, but it seems the most logical approach because if the MC versions are the exact same as the c-bill versions, the only way to get people to buy them is to price the c-bill versions at an astronomical price.

I don't really mind a high price (4-5 million c-bills, for example) as long as the item is permanent and only consumable in the match. You get it back after the match is over (same as how you get ammo back, or weapons back, etc).

Basically, works the exact same way as modules, except you purchase them with c-bills or MC without unlocking them with XP.

#44 Adrian Steel

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Posted 04 March 2013 - 01:16 PM

They need a new method to get people to spend their C-Bill savings, or risk having many players buy out all of their content, get bored and leave.

Rest in peace Repair and Re-arm.

It's time for the gold coolant mechpocalypse.

Edited by Adrian Steel, 04 March 2013 - 01:17 PM.


#45 Bfvmg

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Posted 04 March 2013 - 01:16 PM

View PostVEightFreak427, on 04 March 2013 - 12:36 PM, said:


Most guys on here are over 30 so I think they use their own credit card...unless they still live with their mom which really would not be all that surprising. :D (kidding).

Hey, I resemble...er...resent that remark! :P

I have said it before, and now I am saying it for the cheap-seats...

I AM LIVING PROOF THIS GAME IS NOT P2W!

I have spent over $1000 so far. And I am not number one, or even close to it.
Can anyone out there say they have spent more than that and are number 1?

Even if they make this a pay for every time you want to use it...we could still not afford it all the time, so it STILL wouldn't be P2W, IMHO!

#46 Tai Bekker

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Posted 04 March 2013 - 01:17 PM

Well....Artillery strikes will help extend the life of games when you play against people who speed cap. Don't wanna sit around on a Cap point when it starts raining death, Just a thought. Oh and yeah i'll adopt the wait and see approach and voted such.

Edited by David Lono, 04 March 2013 - 01:18 PM.


#47 VEightFreak427

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Posted 04 March 2013 - 01:17 PM

View PostOrzorn, on 04 March 2013 - 01:14 PM, said:

I don't really mind a high price (4-5 million c-bills, for example) as long as the item is permanent and only consumable in the match. You get it back after the match is over (same as how you get ammo back, or weapons back, etc).

Basically, works the exact same way as modules, except you purchase them with c-bills or MC without unlocking them with XP.


Yeah I would not waste my time buying them if they only worked once. If you could use them again but only once per match then I would be fine with it.

#48 Strelitzia

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Posted 04 March 2013 - 01:18 PM

Consumables that are bought outside a match has NO place in a competitive game. I can understand it is an easy way to make money for PGI but it is ridiculous to implement something like this if they want this game to have any chance of being an esport.

It is obviously NOT permanent if it's called a "consumable".

Oh the other hand the proper way to implement limited uses items in match would be to have a commander who buys them during matches, through points accumulated through capture or kills by the team.

Edited by Strelitzia, 04 March 2013 - 01:20 PM.


#49 Mild Monkey

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Posted 04 March 2013 - 01:20 PM

I'm ok with most of the consumables, except for coolant flush. Ok, it is consumable, ok, I don't know how effective it's going to be and how much of it mechs will be able to store, but it removes tactical thinking and firing patterns with "Flush the chambers! Dive! Dive! Dive!"
On the other hand I know this will cater to the MW4 crowd that goes "Me wantz cool ants". Since they are constituting a large part of the fan base and user pool, they need catering to.

Edited by Mild Monkey, 04 March 2013 - 01:20 PM.


#50 FrostCollar

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Posted 04 March 2013 - 01:20 PM

View PostStrelitzia, on 04 March 2013 - 01:18 PM, said:

Consumables that are bought outside a match has NO place in a competitive game. I can understand it is an easy way to make money for PGI but it is ridiculous to implement something like this if they want this game to have any chance of being an esport.

It is obviously NOT permanent if it's called a "consumable".

Remember R&R? Ammunition and mech health were consumable too.

I think the idea of consumables itself is potentially a good idea and brings in a whole new dimension of uses for modules. However, I really can't pass judgement on them one way or another without more details.

#51 Jestun

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Posted 04 March 2013 - 01:21 PM

Given how little we know about them I don't see how anyone looking at it objectively wouldn't vote for 'Depends on how they are implemented'.

Unless they have just made wild assumptions and based their vote on that.

#52 armitage

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Posted 04 March 2013 - 01:22 PM

I think mech enhancing consumables are a bad idea for this game. Anything that increases damage, lowers heat, increases or repairs armor will become mandatory if you want to play without handicapping yourself. if any of those items are available for MC purchase and not cbill purchase it will likely cause a lot of players to loose interest (myself included, stopped playing WoT and didn't spend a dime on it because of gold ammo.) If they are available for purchase with both currencies but at an outrageous cbill cost it will be just as bad.

The off map support I think is a cool idea but will need heavy balancing, there's only so many places to find cover on some of the maps but really you shouldn't be standing still and popping out from the same location anyways, that's just lazy.

Acceptable consumables I would embrace would be deployable sensor arrays with limited duration, 1 time ECM and ECCM units available to al mechs but with very limited range and duration, enhancements to modules, limited enhancement to mech movement characteristics, off board support if well balances( perhaps must maintain LoS for 8 seconds and does 20 points of damage spread over the mech), but nothing directly related to damage.

#53 Aim64C

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Posted 04 March 2013 - 01:23 PM

View PostLukoi, on 04 March 2013 - 12:43 PM, said:

Until there's more details on implementation, it's all speculation or in some instances, nerd-rage ranting as some people will of course sound the death-knell of the game based on the vague information we have thus far.


This, especially.

I'm a little nervous about Air and Artillery strikes - but I would really like to see these be modules that expand the function of the NARC. Basically, your module gives you the ability to toggle your next NARC round to drop an air/artillery strike on the beacon (as opposed to its normal function). Perhaps it could, also, be called in using a command console.

The logic being that you've earned the experience and C-bills to be entrusted with such authority, but it's not just a 'free action' that gets added to your 'mech - you still have to have the capacity to designate a target with your 'mech (and would differentiate between NARC and TAG).

#54 Oppresor

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Posted 04 March 2013 - 01:26 PM

It's a new direction and therefore a new way to make money to support the existence of MWO. As long as I can buy with C-Bills I don't mind, that is unless they ask for a lot of them. For me this brings the reality of the Alpha Strike, Alpha Strike, Flush, Alpha Strike, Alpha Strike etc, tactic back into MechWarrior and make no mistake, this tactic works.

#55 Monsoon

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Posted 04 March 2013 - 01:31 PM

I'll wait and see, no use speculating on something without knowing anything really about it yet.

#56 Dataman

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Posted 04 March 2013 - 01:42 PM

I don't know...

Everything in that list is canon. Artillery like Long Tom is exist in BT universe. Airstrikes too. That's why mechs with anti air arms (Jagermech and Rifleman) exist.

but I think it's not something that every player could buy. Only mechs with command console have that access. (and hopefully they could add 'commander mode' like in BF2)

Edited by Dataman, 04 March 2013 - 01:43 PM.


#57 Strelitzia

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Posted 04 March 2013 - 01:58 PM

View PostFrostCollar, on 04 March 2013 - 01:20 PM, said:

Remember R&R? Ammunition and mech health were consumable too.

I think the idea of consumables itself is potentially a good idea and brings in a whole new dimension of uses for modules. However, I really can't pass judgement on them one way or another without more details.


I remember R&R and in a competitive/tournament match there would be zero reasons for teams not to start at full HP which makes it's existence meaningless other than as a C-bill sink (buy more MC) which is what consumables also has the potential of being.

#58 Kurshuk

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Posted 04 March 2013 - 02:01 PM

View PostWolvesX, on 04 March 2013 - 12:32 PM, said:

Buyable with MC?

NO.


'Nuff said.

Kurshuk

#59 Jetfire

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Posted 04 March 2013 - 02:21 PM

CB/MC consumables are fine if the CB cost is < AVG Per match winnings. As long as you can on average come out even when running consumables it is not even close to P2W. On top of that Consumables can easily be balanced versus other systems and modules. Imagine the Air Strike as a 1x use LRM 15 barrage on your current target at $50k CB to recharge or $0.10 in MC. Seems pretty reasonable, I would rather have sensor decay on an LRM mech, but it would be handy for a scout to carry if you get in a bind.

#60 Josef Nader

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Posted 04 March 2013 - 02:23 PM

Depends -heavily- on implementation.





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