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C. It's not P2W because you can achieve the same affect with the C-Bill version!
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Answer: If this were the only module in the game, you'd have a point. But it's not the only module in the game.
If you're a non-paying player, and your mech has 3 module slots, you can choose to get Tier 1 and Tier 2 cooling (for 35% flushing) and one other module, whether it's another Tier 2 Consumable or another kind of module.
If you're a paying player, and your mech has 3 module slots, you can get a Tier 3 Coolant (for 35% flushing), another tier 3 consumable (which right there puts you over the non-paying player), and you still have another slot for whatever else you want in there.
You may still be thinking, "well, alright, that's kind of an advantage, but it's still pretty small." Now multiply that advantage by 8 (or 12, when we get 12v12), and you'll see that a paying lance will have a noticeable, objectively measurable advantage over a non-paying lance in any kind of competitive setting.
You can get the same effect for one consumable... at the cost of a large amount of flexibility and power when it comes to the other consumables.
If everyone is using it, how is there an advantage? Just like if you go into an 8vs.8 man match armed with 5 ECM D-DC's and 3 3L's and get matched against the same, no one has an advantage....
Since only one Consumable module has been given as an example then both your speculation on how hey are implemented and mine are just guesses, when facts are given then you can present an opinion.
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So you're admitting that in team tournaments, you will have to use them to be competitive? How does that make my point moot? Also, a single player does still have an advantage, or did you not read Answer C?
No what I'm admitting is that if everyone in team tournaments are using MC coolant flushes, then there is no clear advantage as everyone is using the same baseline.
Edited by KuruptU4Fun, 05 March 2013 - 08:34 AM.