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Why Not Coolant Pods?


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#1 Chauneko

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Posted 05 March 2013 - 08:17 AM

Dear PGI why did you decide upon a coolant flush module instead of implementing Coolant Pods?
http://www.sarna.net/wiki/Coolant_Pod
I understand that the TT Coolant Pods may be a bit overpowered but you could just as easily ramp them down to something more in line with your design thoughts as you did with double heat sinks.

I'm not looking to discuss P2W or touch their tiered consumable scheme with a ten meter stick, instead I want to know why not coolant pods?

#2 Redshift2k5

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Posted 05 March 2013 - 08:18 AM

Experimental tech, I suppose.

#3 stjobe

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Posted 05 March 2013 - 08:19 AM

View PostRedshift2k5, on 05 March 2013 - 08:18 AM, said:

Experimental tech, I suppose.

Not available until 3061, IIRC.

Not that Coolant Flush modules are especially canon...

#4 The Gunman

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Posted 05 March 2013 - 08:21 AM

The idea behind making it a consumable item is to create a money sink.

Every time you flush your coolant, they take your MC/C-Bills, then your more likely to buy MC later because you spent all your MC/C-Bills on coolant.

#5 Alois Hammer

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Posted 05 March 2013 - 08:59 AM

View PostChauneko, on 05 March 2013 - 08:17 AM, said:

Dear PGI why did you decide upon a coolant flush module instead of implementing Coolant Pods?


Because MC-only "not pay 2 win" money grab, on top of maybe some convoluted claim that making it a module gets around their now-debunked claim that they wouldn't be adding any coolant flushes because it breaks the heat mechanic.

But, y'know, somehow it doesn't break the heat mechanic if they're making money on it? :D

#6 Skydrive

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Posted 05 March 2013 - 09:02 AM

Even then, I cant see the coolant flush being all that expensive. They are probably something like a 100 Cbills, or 5 MC.

#7 General Taskeen

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Posted 05 March 2013 - 09:03 AM

As I've already said before, CF is clearly influenced by the 'Coolant Pod,' except the CF is essentially a free Coolant Truck that isn't even there.

If CF is seriously on the Devs minds now, then a Coolant Pod would be a way more logical inclusion (timeline be damned, I don't care about that if we are now talking CF), since it has many build rule disadvantages in and out of combat.

CF has none of that, it weighs nothing, it only requires CB/MC and a free module slot.

Overall, it is a lost opportunity to add depth for more customization options to the Mech Lab and weighing in how to build your Mech. Unless the Devs are adding it later as the "better choice" while a simple CF remains a "pay for convenience" rather than a permanent item like a CP.

Edited by General Taskeen, 05 March 2013 - 09:08 AM.


#8 BlackSquirrel

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Posted 05 March 2013 - 09:04 AM

Also allows for people to "skip heat management" especially with alpha builds... No need to worry about heat boom flush coolant and alpha 2 more times...

Essentially helping negate a very important balance part of the game.

#9 Skydrive

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Posted 05 March 2013 - 09:06 AM

View PostBlackSquirrel, on 05 March 2013 - 09:04 AM, said:

Also allows for people to "skip heat management" especially with alpha builds... No need to worry about heat boom flush coolant and alpha 2 more times...

Essentially helping negate a very important balance part of the game.


Lets see how long our PPC stalkers last with them then :D

#10 Voridan Atreides

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Posted 05 March 2013 - 09:07 AM

View Poststjobe, on 05 March 2013 - 08:19 AM, said:

Not available until 3061, IIRC.

Not that Coolant Flush modules are especially canon...


Because a game can always be 100% canon.

#11 Fut

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Posted 05 March 2013 - 09:07 AM

View PostAlois Hammer, on 05 March 2013 - 08:59 AM, said:


Because MC-only "not pay 2 win" money grab, on top of maybe some convoluted claim that making it a module gets around their now-debunked claim that they wouldn't be adding any coolant flushes because it breaks the heat mechanic.


They could have still made the Coolant MC-Only, but have the Coolant contained in an exterior pod. It'd still allow them to rake in the money, but it'd make things a bit more realistic (to Battletech).


View PostBlackSquirrel, on 05 March 2013 - 09:04 AM, said:

Also allows for people to "skip heat management" especially with alpha builds... No need to worry about heat boom flush coolant and alpha 2 more times...

Essentially helping negate a very important balance part of the game.


That's not so much of an issue though. How many times can a 'Mech flush it's heatsinks during one match?
If the pilot is running hot, and relying on coolant, it's going to run out at some point - and that's when they'll most likely overheat and shut down.

#12 BlackSquirrel

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Posted 05 March 2013 - 09:24 AM

View PostFut, on 05 March 2013 - 09:07 AM, said:


They could have still made the Coolant MC-Only, but have the Coolant contained in an exterior pod. It'd still allow them to rake in the money, but it'd make things a bit more realistic (to Battletech).




That's not so much of an issue though. How many times can a 'Mech flush it's heatsinks during one match?
If the pilot is running hot, and relying on coolant, it's going to run out at some point - and that's when they'll most likely overheat and shut down.



3 modules 3 flush x 2-3 alpha shots before over heating. 4-6 PPC shots 40-60 alpha. 2 Alphas already can take down many a mech.

#13 Fut

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Posted 05 March 2013 - 09:25 AM

View PostBlackSquirrel, on 05 March 2013 - 09:24 AM, said:



3 modules 3 flush x 2-3 alpha shots before over heating. 4-6 PPC shots 40-60 alpha. 2 Alphas already can take down many a mech.


Sometimes Math can be scary...
Just hope I'm not on the receiving end of any of those.

#14 Skydrive

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Posted 05 March 2013 - 09:28 AM

View PostBlackSquirrel, on 05 March 2013 - 09:24 AM, said:



3 modules 3 flush x 2-3 alpha shots before over heating. 4-6 PPC shots 40-60 alpha. 2 Alphas already can take down many a mech.


How many coolant flush can any stalker take? Max of 2, and thats only if they unlocked the master module slot. So there wouldnt be many 6 PPC alpha's without shutting down.

#15 Alois Hammer

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Posted 05 March 2013 - 09:30 AM

View PostFut, on 05 March 2013 - 09:07 AM, said:

They could have still made the Coolant MC-Only, but have the Coolant contained in an exterior pod. It'd still allow them to rake in the money, but it'd make things a bit more realistic (to Battletech).


And yet they chose to go the "As long as you have to pay, that's all that's important" route, which pretty much shows their true colors.

#16 BlackSquirrel

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Posted 05 March 2013 - 09:33 AM

View PostSkydrive, on 05 March 2013 - 09:28 AM, said:


How many coolant flush can any stalker take? Max of 2, and thats only if they unlocked the master module slot. So there wouldnt be many 6 PPC alpha's without shutting down.


A regular build can already get 2-3 in. So lets say someone does pack in 3 mods... potential for 9 alpha strikes in X amount of time. (Cool down for PPCs is what 3 seconds?) Not sure if flush will have a timer... Haven't said yet. But you can see that even one flush allowing 4-6 shots could be an issue no?

This is who will use it the most? Why because they have the most to gain...

#17 Skydrive

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Posted 05 March 2013 - 09:36 AM

I meant, well, only the stalker comes to mind for being capable for 6 PPC's. Other then that mech, 5 at most.

#18 Adridos

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Posted 05 March 2013 - 09:40 AM

View PostSkydrive, on 05 March 2013 - 09:36 AM, said:

I meant, well, only the stalker comes to mind for being capable for 6 PPC's. Other then that mech, 5 at most.

Awesome 8Q. 4 times the QQ. :lol:

#19 Skydrive

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Posted 05 March 2013 - 09:47 AM

View PostAdridos, on 05 March 2013 - 09:40 AM, said:

Awesome 8Q. 4 times the QQ. :lol:


Again... only the stalker came to mind... guess it's been a while since I've seen one of those on the field then huh?





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