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Design Choices I Dont Understand


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#1 Chavette

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Posted 04 March 2013 - 05:42 PM

Why do the consumables have to go into module slots?
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.


#2 Taemien

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Posted 04 March 2013 - 05:50 PM

Hold on.. who isn't taking a 5 Large Laser Stalker seriously?

The stalker has many weapon hardpoints so that it can dish out tons of damage on its own. The atlas has more modules because its more generalized.

#3 Mackman

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Posted 04 March 2013 - 05:52 PM

Accurate summary of the scenario at hand = Incoming deletion....

Edited by Mackman, 04 March 2013 - 05:52 PM.


#4 FupDup

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Posted 04 March 2013 - 06:00 PM



#5 Joe Mallad

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Posted 04 March 2013 - 06:01 PM

i guess it really dont matter at this point what we say about consumables. Every thread that someone just put up... whether it was to cry about them or give better suggestions, are now gone. My thread was completely deleted. And i was not crying but just suggesting other options lol

#6 FupDup

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Posted 04 March 2013 - 06:04 PM

THIS THREAD HAS EXISTED FOR MORE THAN 20 SECONDS.


SOMETHING IS WRONG HERE.

#7 SuomiWarder

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Posted 04 March 2013 - 06:04 PM

Well, the number of modules is the easiest thing to adjust on the existing mechs. So I can see some logic in using them. Would kind of liked to see collant flush as pods that took critical space and tonnage - but then you'd be able to "boat" them.

#8 Chavette

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Posted 04 March 2013 - 06:08 PM

View PostYoseful Mallad, on 04 March 2013 - 06:01 PM, said:

i guess it really dont matter at this point what we say about consumables. Every thread that someone just put up... whether it was to cry about them or give better suggestions, are now gone. My thread was completely deleted. And i was not crying but just suggesting other options lol


Yea I saw... thats why you have to make a clever disguise like I did. :P

But you know whats funny? 10-20% coolants probably arent nothing compared to the power 2-3 light mechs are gonna have with 2 airstrikes each getting behind your team and bombarding it... the real show is still coming.

My problems arent with the powers or the numbers, its about the principals, if it was 5% coolant Id be the same amount angry with them.

#9 Volume

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Posted 04 March 2013 - 06:13 PM

Solution 1: Don't add consumables
Solution 2: Separate slots
Solution 3: Make all consumables available for MC and C-Bills. No MC-Exclusives.

#10 Royalewithcheese

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Posted 04 March 2013 - 06:14 PM

Clearly the DDC and 3-L are underpowered and need a buff.

#11 Tempered

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Posted 04 March 2013 - 06:24 PM

I can't say I totally understand all the hoopla about consumables. They are going to price them so that no one uses them. They might as well call it Cbill flush. You may see one or two lame gamers that really need some help use these things. And just a wild guess, but I'm betting that the artillery and air strikes have as much chance of harming your team as helping.

#12 SilentSooYun

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Posted 04 March 2013 - 06:26 PM

Personally, if I'm reading this correctly, I think the C-Bill flushes are going to be more useful in the long run. If you're already running a tight build and managing heat well, the smaller flushes used four times per round (2x 15%, 2x 20%) can get you around more tight spots than a single large flush.

As for P2W... I still don't know. It seems like it will be a sacrifice however it plays out. I know I can't afford to lose module slots to Coolant Flush because I need those slots plus an energy hardpoint just to counter ECM.

#13 FupDup

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Posted 04 March 2013 - 06:30 PM

View PostRoyalewithcheese, on 04 March 2013 - 06:14 PM, said:

Clearly the DDC and 3-L are underpowered and need a buff.

There's a module for that.

#14 Chavette

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Posted 04 March 2013 - 07:10 PM

View PostTempered, on 04 March 2013 - 06:24 PM, said:

I can't say I totally understand all the hoopla about consumables. They are going to price them so that no one uses them. They might as well call it Cbill flush. You may see one or two lame gamers that really need some help use these things. And just a wild guess, but I'm betting that the artillery and air strikes have as much chance of harming your team as helping.


Youre right, in the pug games, this probably wont be a big deal, other than some 4mans trolling with 8airstrikes and such, but in clan matches, it will come down to whos willing to put more money on the table to win, and I think we can agree thats not a remotely desirable thing.

#15 Chavette

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Posted 05 March 2013 - 08:00 AM

My final bump for this thread, I'll be re-wording and re-posting it in the suggestions forum in a more constructive fashion.

#16 FupDup

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Posted 05 March 2013 - 08:11 AM

Just make coolant occupy 1 critical space and 0.5 tons per body part on a mech (8 body parts total = 8 crits and 4 tons). Tada!

Edited by FupDup, 05 March 2013 - 08:12 AM.


#17 Alois Hammer

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Posted 05 March 2013 - 09:04 AM

View PostFupDup, on 04 March 2013 - 06:30 PM, said:

View PostRoyalewithcheese, on 04 March 2013 - 06:14 PM, said:

Clearly the DDC and 3-L are underpowered and need a buff.


There's a module for that.


But it's MC-Only, yet somehow not Pay-2-Win. :D





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