To All Who Are Freaking About Coolant Flush...
#1
Posted 05 March 2013 - 03:22 AM
#2
Posted 05 March 2013 - 03:29 AM
#3
Posted 05 March 2013 - 03:34 AM
Btw, these consumables will be a must-have only when competitive gaming will be launched. Until that moment they are quite unnecessary (like gold ammo in WoT).
#4
Posted 05 March 2013 - 03:35 AM
Colby Boucher, on 05 March 2013 - 03:22 AM, said:
Yep for a base number of 10 heat sinks, while more sinks equal higher percentage of heat loss. So for a mech with 15 sinks it is now around 50 percent. Now which mechs are more likely to mount a high number of heat sinks? Could it be the mechs that are going heavy on energy weapons. And they haven't stated wether it works differently in regards to single or double sinks. Could having DHS give you a bigger cool off? Even if the answer is no to that last question, it still doesn't change the fact that now players can drastically cut their heat levels in a fight, allowing them to continue firing past the point where they would either shutdown or have to reduce/stop their firing. Why encourage players to use a playstyle of heavy alpha loads and poor heat management they can buy their way around? I could care less about people saying it is P2W, I think its a poor game mechanic since heat is a major balancing issue that one must consider when in the mechbay, except now high energy loads will become even more common to use. Did energy weapons really need a buff at this point in the form of a consumable to remove their one major drawback? Guess deciding wether to mount a heat sink or a med. laser got easier depending on how many module slots you got.
#5
Posted 05 March 2013 - 03:37 AM
Colby Boucher, on 05 March 2013 - 03:22 AM, said:
Uh yeah:
Normal player
Coolant 1
coolant 2
Airstrike 2
Mc player
Coolant 3
Airstrike 3
Artillery 3
Guess who's going to have the upper hand. This isn't fair, think it in the Community Warfare perspective, or in a 8man vs 8man. Those who pay win, while before those who paid were the ones getting stuff, camo, mechs sooner or faster than those that were f2p. So far the system was pretty balanced, this ain't going to be balanced at all.
Not until devs will make that tier 3 modules require two slots each. And then the problem will be solved.
Edited by John MatriX82, 05 March 2013 - 03:38 AM.
#6
Posted 05 March 2013 - 03:38 AM
#7
Posted 05 March 2013 - 03:40 AM
Artillery 3
is P2W giving that they will most probley do the most damage that to me is a No NO
#9
Posted 05 March 2013 - 03:45 AM
Colby Boucher, on 05 March 2013 - 03:22 AM, said:
100-35% is 65
100-25%-10%=67.5.....and costs two module slots.
Learn 8th grade math, this is pre-algebra stuff.
#10
Posted 05 March 2013 - 03:55 AM
#11
Posted 05 March 2013 - 03:56 AM
#13
Posted 05 March 2013 - 03:59 AM
OP, in a nutshell
#15
Posted 05 March 2013 - 04:03 AM
Yokaiko, on 05 March 2013 - 03:45 AM, said:
100-25%-10%=67.5.....and costs two module slots.
Learn 8th grade math, this is pre-algebra stuff.
That's not how I interpret coolant to work. The amount of heat dissipated is a percentage based on the number of heat sinks you have. So the difference is only in the module slots.
EDIT: too quick for me...
Edited by van Uber, 05 March 2013 - 04:04 AM.
#17
Posted 05 March 2013 - 04:19 AM
#18
Posted 05 March 2013 - 04:27 AM
Itka, on 05 March 2013 - 03:29 AM, said:
There's a small, technical flaw in your idea.
The stated numbers by bryan, based on 10 base heatsinks are
Tier1: 15% \
-both available to C-bill users
Tier2: 20% /
Tier 3: 35% -useable by only MC paying customers.
Now he goes on to say that each tier can be used once.
By this logic, if I'm following what he's saying correctly, Tiers 1 and 2 can each be used once, and tier 3 can be used once.
Effectly if you manage your heat properly for this, you could do the following with C-bills that you COULD NOT DO with Tier3 MC.
C-bill Advantage Strategy with coolant flush model:
based apon the 10 heatsink model, I push my heat into the treshold of the upper 80% of heat effencency... I'm fighting it out and I have both level 1 and level 2 coolant flush installed as modules, I hit my "override" button and alpha, pushing me into say the 110% heat threshhold that my 10 heatsinks can handle.
I flush my tier 1 coolant flush, which puts me back at 95% heat. I then override and alpha AGAIN, this pushes me to 120% heat threshold, I flush my tier 2, sinking me to 100% threshold. which is already dropping do to overriding, I override a THRID TIME and Alpha, then let sink as normal while running away.
That's 3 free alphastrikes Where as I can only get 2 in with the MC only coolant flush.
Also I'd like to add, the devs told us not that many months ago that we would never see coolant flush in the game. I'd like to say, that this last bit, is more important than what I detailed above. [much like they assured us months ago we'd never see third person view, then started talking about adding 3rd person view.]
#19
Posted 05 March 2013 - 04:30 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users
This topic is locked

















