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Balance Idea For Coolant Flush


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Poll: Balance Idea For Coolant Flush (25 member(s) have cast votes)

How do we balance this?

  1. Coolant is taken from the mech's system. (3 votes [10.34%] - View)

    Percentage of vote: 10.34%

  2. Coolant has weight and a critical space. (6 votes [20.69%] - View)

    Percentage of vote: 20.69%

  3. Voted Scrap it and start over. (16 votes [55.17%] - View)

    Percentage of vote: 55.17%

  4. Different Idea. Post. (4 votes [13.79%] - View)

    Percentage of vote: 13.79%

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#1 Death Weasel

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Posted 06 March 2013 - 10:06 AM

I think that the coolant flush module will be an item that gives unfair advantage to too many mech builds.
The rage about Raven 3L's level of power due to the ECM coupled with SSRMs makes that mech a terror on the field, like it or not. The major complaints include that it is a automatic hit, can't be hit, game changer of a mech that even out-strips the other ECM capable mechs due to the fact that SSRMs launch sideways and don't need to be aimed for them to work.

I think that the coolant flush will be the same thing. An unfair advantage that does not require any skill to be useful for the person using it. There is no downside to it, from what I understand. The mech does not lose any critical spots, no weight, no chance of it not working. The coolant that is used comes from thin air.

I think that if the coolant came from the mechs internal system, and then decreased the mechs ability to cool itself by an equal percentage after the flush was used then I think that it might be a viable system that would quell a lot of the complaints of the masses.
Example: 15% coolant flush = 15% lower heat dissapation rate for the remainder of the game.

A 6 PPC Stalker would get to use it, but then would be at a disadvantage for the remainder of the match.
This would force the player to be very careful with it and would immediately restore some balance.

My $0.02.

#2 Super Mono

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Posted 06 March 2013 - 10:07 AM

Get rid of coolant flush entirely.

#3 EvilCow

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Posted 06 March 2013 - 10:10 AM

The most acceptable way would be to make it like in TT: it weights, it takes space, it can be destroyed and can explode. It is not going to happen because it is future tech not present in this timeline. The introduction of this module is not related to balance considerations nor necessity.

#4 General Taskeen

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Posted 06 March 2013 - 10:22 AM

However, the Federated Commonwealth did start Coolant Pod "production" in 3049, obviously it was around, in testing or whatever, just rare.

CF is more or less based on other Mech games having Coolant that is just "there" for you to use, but also based around the fact that Coolant Pods were definitely in BT. MWO could be the very first Mech Warrior game to implement a Coolant Pod, not as a consumable, but as the actual BT tech with all its intended disadvantages.

Its either that or nothing at all. There are other ways for them to make money.

Edited by General Taskeen, 06 March 2013 - 10:23 AM.


#5 EvilCow

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Posted 06 March 2013 - 10:32 AM

They could make the item purchasable with CB or MC but it would have drawbacks (space, weight, explosion), who would spend MCs for something that has drawbacks like that, thus this "module", no drawbacks just a small advantage.

#6 Voridan Atreides

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Posted 06 March 2013 - 10:34 AM

Weight and crit.

#7 Volume

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Posted 06 March 2013 - 10:42 AM

Scrap it, start over, or like you said, make heat sinks weaker the rest of the match.

#8 Hedonism Robot

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Posted 06 March 2013 - 10:49 AM

I like having coolant and consumables not take space or weight on the mech because it keeps them balanced for all mech weights. I would like to see the format used for these improved though, they just don't sound like they are the content we want added. I don't think having "mana pots" will be that detrimental to the game. I do feel strongly that all variants of the consumables be available via MC and Cbills.

We also need to see some re balancing tweaks on mech module slots, the Raven 3L and Atlas DDC should not have more slots than their brothers and be able to equip ECM. I understand that Lore might dictate certain options on these chassis, but we need to take balance into account before lore.

#9 Kurshuk

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Posted 06 March 2013 - 10:54 AM

Items that can be purchased for MC only should not affect damage, heat, armor, internal health, speed, weapon recycle time, ammo/ton, etc. Basicly anything that has to be purchased with real money can't change the gameplay in a match.

If they offer all 3 tiers for MC and C-Bills I'm fine. If they lose the levels and just have one that's cbills or money I'm ok. My only problem is that the only way to get that module is through real money. No free player could acquire it.

Kurshuk

#10 Voridan Atreides

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Posted 06 March 2013 - 10:54 AM

It needs to have a downside.

#11 Fumble Redd

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Posted 06 March 2013 - 12:05 PM

Coolant flush should be an upgrade item. As an upgrade item, the installed system will have a crit and weight cost with three systems types available. Type I has one flush, Type II has two flushes, and Type III recycles a portion of two flushes for reuse in a third flush that has reduced effectiveness. Flushes in Type I and Type II provide a standard reduction to overall heat at the time of use. (an advantage/adjustment for number of heat sinks may be needed). Coolant is purchased like ammo but they fill a tank that is part of the coolant flush system. The system can be damaged (leaks reducing number of flushes available or effectiveness) or destroyed.

How about this for crit and weight: System Type I would be .75 tons with .25 tons of coolant (1 ton total), Type II would be 1.25 tons total, and Type III would be 2 tons total (extra weight for the recycling components of the system). Types I and II would use one crit and type III would be two crits.

OR:

Mechs should have built in coolant flushes at a flat percentage not based on number of heat sinks. Upgrades to the flush system could inlcude bonus for number of heat sinks.





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