Heeden, on 05 March 2013 - 02:57 PM, said:
My point was, you lose a module slot but gain the ability to use your coolant in two doses. Even if all forms of flush were available for C-bills I would seriously consider taking the light and medium over a single large.
That's all well and good, but this is a single-life gamemode with no way to heal yourself after damage has been received in round-based combat. It only takes one big flush for that 6PPC stalker to alpha twice, flush, and gut you with a third alpha that you can't do unless you waste both of your consumables at once. 10% cooling isn't going to do too terribly much. 25% will be noticeable. 35% is significant. Breaking it up into a not useful and sort of useful two-per-match isn't going to make much of a difference when these things are meant to be used at key moments anyway.
He may only get one big artillery barrage, but let's say that barrage significantly damages half your team in a single go. You spend both of your barrages to the same effect... but then he pulls out a tier 3 airstrike that you didn't have room for that swings the match his way. Again, this is where the pay to win is coming from. Sure, there are tactical advantages to being able to split it up a bit, but this is negated by the fact that the T3 consumable frees up another slot for things like capture accelerators or other T3 consumables.
Bubba Wilkins, on 05 March 2013 - 03:03 PM, said:
There is no power gap. If you have to sacrifice real modules for use of consumables, you give up one set of advantages to deploy another.
I have two module slots.
T1 Artillery
T2 Artillery
A paying player has two module slots
T3 Artillery = both of the things I brought
A module or consumable of his choice
That's a power gap, champ. He can do the same thing I can do and significantly more with the limited space I have.
Edited by Josef Nader, 05 March 2013 - 03:09 PM.