Genuinely sorry, I hadn't noticed this before.
Nicholas Carlyle, on 06 March 2013 - 08:17 AM, said:
Since you haven't answered.
I maintain faith because PGI has changed things that were broken before. (Missiles at one time were straight up and down death rockets that didn't require maintaining lock or anything...obviously that has changed substantially... and before that they had a max range of 640m.. and before that they all landed on the head of a mech for insta-gib.)
Sifright, on 06 March 2013 - 08:19 AM, said:
I'd argue it's the opposite being complacent and not complaining about the perceived direction this game is going will do a lot more harm because you can be damn sure if no one complained about this they will bring out more expensive mc only items that add more power. this is a very clear example of F2P game testing the waters with a minor p2w item.
This same thing was said of Hero Mechs..yet seeing a hero mech doesn't effect me any differently than any other mech. I'd wager it doesn't effect most people or anyone..
One question though: If the YLW was a very clear case of P2W (which it wasn't, at all, we know that).. how is this such?
vrok, on 06 March 2013 - 08:25 AM, said:
Also, the slippery slope already begun a long time ago. They were called hero mechs. That was the borderline case, but they at least have the same tonnage, heat and crit slot limitations, and some are actually really bad so it was kind of random and had to be judged on an individual basis. This consumables issue is when MWO steps out of the grey borderline area and into clear cut P2W territory.
The line must be drawn here.
They had little individual niches no other mechs enjoyed too (YLW= XL+AC20, Ilya = 3UAC5s.. etc) and yet.. they aren't winning battles.
This 15% difference in module isn't going to win any either.
Strig, on 06 March 2013 - 08:33 AM, said:
@Livewyr
Here is one example of the decisive advantage that the single 35% dump has over even the 20% ...
Stalkers have 1 module slot until you completely master them. The 6xPPC stalker as a common example (which one shots you half the time anyway if you've already taken damage) will only get one instance of cooling down by 35% or by 20% ...
Stalker 3F with 6xPPCs & 16 DHSs elited (2x Basics)
- Heat Cap: 70
- Heat Disipation/sec: 4.4
- Alpha Heat: 48
- Cooldown: 3s
With 35% Coolant flush (24.5 heat flush)
- Alpha 1 heat: 48
- Alpha 1 + 3s: 43.5
- Post Flush heat: 19
- Alpha 2 heat: 67
- Alpha 2 + 3s: 62.5
- Alpha 3 heat: 110.5 OVERHEAT (for approx. 9 seconds + startup)
With 20% Coolant flush (14 heat flush)
- Alpha 1 heat: 48
- Alpha 1 + 3s: 43.5
- Post Flush heat: 29.5
- Alpha 2 heat: 77.5 OVERHEAT (for approx. 2 seconds + startup)
Both stalkers get 2 alphas in (100% damage increase without delay ... I know, not really but I am not gonna work the percentages over the timeline) but the 35% Coolant Flush stalker gets another shot before shutdown. So you can reliably kill an Atlas with the 35% before shutting down. Or it just doesn't shutdown.
The 20% stalker, on the other hand shuts down after the second alpha with or without the coolant flush. Sure they don't shutdown as long with it ... but it should still be obvious that there is a HUGE ADVANTAGE in the 35% flush.
This is a huge advantage and this doesn't even take into account extra slots used for other modules/consumable which actually compounds the issue.
Yes, in these cases it is an advantage.. but it begs three questions:
1: How often is that going to happen?
2: Is this case going to happen often enough to warrant the necessity of the 35% module versus 20%...
3: Is
either module worth it compared to AirStrike? (playing like you only had one module slot period.. and IF they share the same module slots as the stuff we already have, is the coolant pod worth more than the Sensor range module?
One has to look at context.. not just numbers.