The module slots already have their use, and the number of them give some mechs/variants an edge.
Say I have a 5 large laser stalker, I get to have two modules after mastered, thats two whopping coolants for 35% total or one coolant one airstrike, while my buddy in his atlas can have both of those but with MC higher tier plus two modules?
The poor stalker isnt being taken serious for 8v8s as it is! And its not about the stalker, its about mechs with less module hardpoints, and its gonna be the same with ECM hardpoints, the more, the better chance you win, and if you arent taking it, youre setting your team back.
I honestly doubt any consumable balance issues were taken in account when figuring out the module numbers for mechs. And probably werent because the exact way of implementation came later.
Why dont you make separate slots?
Two consumable slots, like summoner spells in LoL.
Number two, do you really think this is a viable idea in a game with competitive gameplay in mind?
You know MC stuff would need to be blown on any serious clan on clan action, where every millisecond, every damage point counts, and if you dont, you'll be left with "what if"-s until youre a grandfather.
Just imagine an SK CS 1.6 player, at the world playoffs, his view being shown on the big screen, while hes in the lobby, as his credit card is on his lap, buying chopper strikes and packing up instant reloads...
You are so lucky the community is here to yell if you are doing something wrong every time, but its starting to seem like you do something wrong every time you do something.
TLDR:
- No separate slots for consumables encourage ECM-like team composition hardpoint race
- This further sets back variants/mechs with less ECM/module hardpoints
- P2W doesnt belong into a game seeking its way into competitive gaming, "no money paid that round = no fair fight" is toxic for high level gaming community, is demoralizing for everyone else
Edited by Chavette, 04 March 2013 - 06:13 PM.