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Will Consumables Improve The Game


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Poll: Consumables or not (236 member(s) have cast votes)

Will the introduction of consumables make the game better or worse?

  1. Better (39 votes [15.98%] - View)

    Percentage of vote: 15.98%

  2. Worse (149 votes [61.07%] - View)

    Percentage of vote: 61.07%

  3. Don't care either way (56 votes [22.95%] - View)

    Percentage of vote: 22.95%

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#21 Greyfyl

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Posted 11 March 2013 - 06:47 PM

View PostDavers, on 11 March 2013 - 06:08 PM, said:

You really think a one time heat reduction on a super hot running build will change the game? I think even if it completely removed ALL the heat once it still wouldn't be 'game changing'.

But I could be wrong. :D


Getting one extra alpha strike in before overheating without having to wait for your mech to cool down on it's own can most certainly be the difference in a 1v1 situation.

#22 Mechwarrior Buddah

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Posted 11 March 2013 - 06:49 PM

View PostPsikez, on 11 March 2013 - 06:21 PM, said:


Pretty...like 150% sure, they mentioned several times they've been monitoring ECM


funny, in the interviews they did for other gaming mags their quoted were "its working as intended"

#23 Jonathan Paine

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Posted 11 March 2013 - 07:03 PM

Imagine:
Lance of 4 ECM Ravens, each with advanced sensors, coolant, artillery and air strike modules.

Imagine:
Speed of a stock Atlas w/o tweak
48 kph which is
13.3 Meters per second

Artillery strike takes 6.5 seconds, covers a 50m radius area or 100 meters across
The Atlas can cover 86.7 meters in that time
Our imaginary Atlas can get out of the blast most of the time - give that it runs in the correct direction immediately as the strike is called...

Now imagine 4 Ravens circling around said Atlas, then calling a strike... The Ravens can easily get away, the Atlas may or may not get away.

Yeah, consumable WEIGHTLESS modules are a great idea. Won't be abused at all. I mean, 4x100 damage is nothing to an assault - right?

#24 Mechwarrior Buddah

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Posted 11 March 2013 - 07:05 PM

lol imagine calling in strikes on LRM carriers... "yes please stand still"

#25 FupDup

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Posted 11 March 2013 - 07:07 PM

View PostJonathan Paine, on 11 March 2013 - 07:03 PM, said:

Imagine:
Lance of 4 ECM Ravens, each with advanced sensors, coolant, artillery and air strike modules.

Craven 3L's are plenty heat efficient on even Caustic, they would be better off using 360 targeting and advanced target decay instead of coolant and advanced sensors. :D

#26 Lootee

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Posted 11 March 2013 - 07:08 PM

View PostMechwarrior Buddah, on 11 March 2013 - 07:05 PM, said:

lol imagine calling in strikes on LRM carriers... "yes please stand still"


It might be kind of amusing to shoot flamers in their face so they can't see the smoke marker. They'd never know an airstrike was coming until it hit.

Edited by PanchoTortilla, 11 March 2013 - 07:13 PM.


#27 Kaspirikay

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Posted 11 March 2013 - 07:11 PM

See, consumables will become a necessity if you want to be competitive for every drop. This means that you'll want to stock up everytime you use them. Dropping with out cons is a disadvantage.

#28 Byk

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Posted 11 March 2013 - 07:14 PM

I hate the idea of consumables. I can very roughly stomach coolant flush the way they have recently said they were first going to implement it. However, for airstrikes and artillery and other consumables of that nature, I strongly feel that there is no place for them in team deathmatch type games. I want team deathmatch to be between mechs and mechs only. Mech vs mech skill. Nothing else. I think that artillery/airstrikes would be much better suited to an attacking/defending objective based game mode, or that dropship game mode where you have 3 lives and I wouldn't care if I lost one to artillery or something.

#29 Mechwarrior Buddah

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Posted 11 March 2013 - 07:17 PM

View PostPanchoTortilla, on 11 March 2013 - 07:08 PM, said:


It might be kind of amusing to shoot flamers in their face so they can't see the smoke marker. They'd never know an airstrike was coming until it hit.


put it behind them an they still wont...

Imagine THAT - spider/3l/jenner/w/e runs flanking, runs up behind the LRM boat knowing he cant be seen in the blank spot behind the mech, pops smoke, runs off.

BOOM

there'll be endless qqing "wtf my mech blew up and I never got shot"

Edited by Mechwarrior Buddah, 11 March 2013 - 07:18 PM.


#30 Lootee

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Posted 11 March 2013 - 07:19 PM

View PostMechwarrior Buddah, on 11 March 2013 - 07:17 PM, said:


put it behind them an they still wont...

Imagine THAT - spider/3l/jenner/w/e runs flanking, runs up behind the LRM boat knowing he cant be seen in the blank spot behind the mech, pops smoke, runs off.

BOOM

That actually sounds like it'd be fun.

#31 0X2A

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Posted 11 March 2013 - 07:20 PM

41 players that say it will be bad are the light pilots that try to ninja cap. Your time has come ninja lights! You shall pay! >:D

Just kidding. The only real detriment to play will be the cooling pods... If they didn't hear the QQ about 6ppc stalkers and Splatcats, they are about to double it at the least.

They need an <Unidentified/or/Enemy Aircraft Inbound!> warning for airstrikes, and if you somehow miss the smoke that will paint the artillery area, you deserve to be hit by it.

Only time will tell if this was a good move by PGI.

#32 Mechwarrior Buddah

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Posted 11 March 2013 - 07:21 PM

View PostPanchoTortilla, on 11 March 2013 - 07:19 PM, said:

That actually sounds like it'd be fun.


be funny as hell as long as youre not the lrm boat lol
Teach lrmmers to occasionally torso twist around as they spam lol

View Post0X2A, on 11 March 2013 - 07:20 PM, said:

They need an <Unidentified/or/Enemy Aircraft Inbound!> warning for airstrikes, and if you somehow miss the smoke that will paint the artillery area, you deserve to be hit by it.


we basically have that now with LRMs. Doesnt stop the QQ

#33 MrMussels

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Posted 11 March 2013 - 07:35 PM

View PostJonathan Paine, on 11 March 2013 - 07:03 PM, said:

Imagine:
Lance of 4 ECM Ravens, each with advanced sensors, coolant, artillery and air strike modules.

Imagine:
Speed of a stock Atlas w/o tweak
48 kph which is
13.3 Meters per second

Artillery strike takes 6.5 seconds, covers a 50m radius area or 100 meters across
The Atlas can cover 86.7 meters in that time
Our imaginary Atlas can get out of the blast most of the time - give that it runs in the correct direction immediately as the strike is called...

Now imagine 4 Ravens circling around said Atlas, then calling a strike... The Ravens can easily get away, the Atlas may or may not get away.

Yeah, consumable WEIGHTLESS modules are a great idea. Won't be abused at all. I mean, 4x100 damage is nothing to an assault - right?


Yeah, that Atlas would be dead either way. With or without consumables.

#34 Jonathan Paine

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Posted 11 March 2013 - 08:00 PM

Now wouldn't it be fun if the imaginary Atlas had an assault buddy of equal or less speed? But, hey! Well be able to buy a counter to the ECM Atlas. For just a handful of your favorite currency you too can send some indirect death his way.
Also, overheating now equals death by artillery firing squad.
Cheers!

#35 Khobai

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Posted 11 March 2013 - 08:34 PM

Consumables seem fine to me however there needs to be some kind of a limiter for airstrikes/artillery... like having to have a command console.

#36 Selbatrim

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Posted 11 March 2013 - 11:51 PM

Seem to me the arguments in favor of consumables is either that it won't have much impact (cooling), you can run away (artillery) or that we should wait and see.

The impact or running away arguments are silly since if they have no impact or use, then don't introduce them. It would seem then that most people agree that if they do work they will be harmful to the enjoyment of the game.

I have a problem with the argument that we won't know till its in use. We also don't have tractor beams or instakill modules but that doesn't mean they are a good idea or should ever be considered.

The premise for MWO is a known game. A known system. A number of working rules that are being bent (as little as possible) to fit a real time online game while trying to balance heat, damage, weight, speed, size, cover etc. Consumables are not a part of this known system. Never has been. There's a reason why people are passionate about this game and willing to shell out over a hundred dollars to support a closed beta version and put money in to support an open beta version. It is a passion for the KNOWN AND ACCEPTED system. Yes, we ***** and moan about changes to it. About the MG not being considered a weapon. About light mechs having a chance in hell against a heavy mech. About non destructible environments. About forests you can't set fire to. And we accept it is a beta and PGI have done a hell of a good job making this an enjoyable game and that it is still a work in progress. But consumables are not a part of Battletech or Mechwarrior and the moment you accept this change you might as well throw the rest out too. Because you are deviating from the system you based the game on with the introduction of consumables. It doesn't matter if it works well or not. It matters that you are messing with the formula.

Introduce artillery all you like, don't make it player controlled. Introduce dropships shelling us from the sky. Introduce base assaults with heavy fortifications etc. There are a myriad of ways you can improve the player experience. Don't you like that someone can hide behind the ship in forest colony? Make it destructible. Same for the buildings in river city.

If they need money let them come out and say it. I will pay them money. I will pay to keep consumables out of this game and I don't think I am alone.

Yes, I feel passionately about this issue and about this game. I have precious little time to play games these days and "losing" this game to buffs and nuke buttons is a real shame.

#37 Noth

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Posted 12 March 2013 - 12:03 AM

They will improve the game only if they are not must haves and cannot be used every match. I still don't like the idea of a coolant flush though. I imagine we'll see a lot of them at first and they should lessen in use after a time. The MC consumables should be priced high enough that they are expensive to run all the time and if not their price needs to be raised to the point that they are.

#38 Enervation

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Posted 12 March 2013 - 02:20 AM

I say call in the artillary. We will never be able to setup long toms off the map, but at least we can pay some mercs to have a single mortar volley setup, or a pilot to do a flyby.
I also think it is important for people to have extra things to toy with or work toward in a game like this. besides, if the module cost is going to be really high not everyone will have one... so hopefully less TK air strikes after everyone starts moving in one direction.

Not so sure about the coolant flushes being modules though. if they get put on a mech, i would like it to take up critical space and have a chance to explode like they do in the TT game rules.

#39 Monkey Bone

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Posted 12 March 2013 - 02:31 AM

I hope PGI enjoys mass uninstalls if consumables get in to the game.

#40 sC4r

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Posted 12 March 2013 - 02:52 AM

from the current announced consumables i think the arty and airstrike will make the game for the better since... it may help to lower the usage of "deathball" playstyle of players and may allow for some smaller skirmishes though there should be some requirement for using them... like if you dont have alive mech with command console you cant call any fire support

the coolant i think thats not so good idea... if it lets say tripled effects of heatsinks for X seconds that could be worthwhile this one is an oh-sh*t button when you overheat or lets say if u use the coolant your heat sinks will not be as efficient anymore... so the current impementation is bad in my opinion

and damn i still think there should be some heat threshold that will damage the mech regardless of being shut down or not





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