Edited by PANZERBUNNY, 15 March 2013 - 02:25 PM.
Will Consumables Improve The Game
#61
Posted 15 March 2013 - 02:25 PM
#62
Posted 15 March 2013 - 02:28 PM
You can already buy mechs with straight MC, take the extra leap and do something like that instead of collant flush consumables.
#63
Posted 15 March 2013 - 03:13 PM
Oh and IGP milking us.
#65
Posted 15 March 2013 - 03:49 PM
FunkyFritter, on 11 March 2013 - 05:46 PM, said:
This
#66
Posted 15 March 2013 - 03:56 PM
#67
Posted 15 March 2013 - 03:58 PM
verybad, on 15 March 2013 - 03:56 PM, said:
I think waiting till theyre in game is a very bad mistake. Because had we done that we'd have been dealing with the first implimentation that was blatant p2w for four months before they admitted there was a problem (using the amount of time it took for them to figure that out with ECM as a guide)
#68
Posted 15 March 2013 - 04:00 PM
#69
Posted 15 March 2013 - 04:04 PM
The airstrikes and artillery? May be very very fun. Can't be sure until I see them at work.
#70
Posted 15 March 2013 - 04:10 PM
#71
Posted 15 March 2013 - 04:10 PM
Mechwarrior Buddah, on 15 March 2013 - 03:58 PM, said:
I think waiting till theyre in game is a very bad mistake. Because had we done that we'd have been dealing with the first implimentation that was blatant p2w for four months before they admitted there was a problem (using the amount of time it took for them to figure that out with ECM as a guide)
And they made changes in the implementation...
Oppresor, on 15 March 2013 - 04:00 PM, said:
There are at most, 2 coolant flushes in a game...So it's not going to affect your entire game unless you're only in one short fight... Maximum total heat drain isn't that much...
Edited by verybad, 15 March 2013 - 04:11 PM.
#72
Posted 15 March 2013 - 04:20 PM
#73
Posted 15 March 2013 - 05:09 PM
Jonathan Paine, on 11 March 2013 - 07:03 PM, said:
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?
You understand that the largest Artillery Strike covers a 100 meter area, with 10 shells landing at random points, doing 10 damage each at the point of impact decreasing to 0 damage at the outer edge of the AOE. This means the likelyhood of any target within the area taking 100 damage is extremely, extremely low. They'd have to be standing at the exact location in that 100m diameter radius that each of the 10 landed at. Hell, ignoring the mech, having all 10 strikes land at the same point is astronomically unlikely.
Given the Altas is moving, it's extremely unlikely to be in the middle of the strike zone (it's marked with a flare remember, so the Atlas pilot will see it) so it's statistically likely to take substantially less damage.
The strikes also cannot be launched simultaneously, there is a timed delay between them.
MrMussels, on 11 March 2013 - 07:35 PM, said:
Yeah, that Atlas would be dead either way. With or without consumables.
That, too. A lone atlas vs. 4 3L's is absolutely doomed no matter what. In this instance, it's a total waste of artillery.
N0MAD, on 12 March 2013 - 04:53 PM, said:
Some mechs wont even last 7 secs in match...
Great idea.
Good lord. Would people please read the Command Chair post before ranting. Please.
In the end, just wait and see. They'll change the game, like any addition, but their overall impact is likely not going to be particularly major. They're certainly not going to ruin the game, though.
Edited by Wintersdark, 15 March 2013 - 05:11 PM.
#74
Posted 15 March 2013 - 05:57 PM
That's fine.
Should the be MC only? Absolutely not. A gigantic C-Bill cost would be fine and give anotehr slight reason for people to use C-Bills if they'd rather not use the quick and easy path of MC.
Coolant flush and similar items destroy the skill of pilot VS pilot. It is an instant advantage P2W item. They won't be able to hide the fact that P2W is the direction of their business model after including it.
They seem to be pushing what people will accept and will continue pushing.
Heat management is a gigantic aspect of the game. Including an item that people can use a crtuch to support continuous alpha strikes is detrimental to the flow of the game.
Edited by PANZERBUNNY, 15 March 2013 - 05:57 PM.
#75
Posted 15 March 2013 - 06:51 PM
Downside: having a rather large chunk of your earn sucked into coolant flushes
#76
Posted 15 March 2013 - 07:08 PM
an example of how it will unbalance:
High Heat Builds (Splatcat, LRM Boats, Laser Boats, etc)
Despite high heat, ammo explosions, and limited range capabilities boats (of which I have a few) are some of the most viable mech builds for pugging (IMO)
Due to obvious reasons they have drawbacks that make them challenging to use in combat. Mine run a little hot and depending on the boat sometimes a little slow.
The aforementioned drawbacks bring balance to the boats/heavy hitters so that other mech chassis and builds have at least a chance at killing/annoying them
Consumables will remove this disadvantage allowing the high heat builds to cycle their weapons more adding to the problem of lack of diversity in MWO IE: Stalkers Online or perhaps Atlas DD7 Online which would be sad.
Right now despite there being a few mismatches, most of the games I play our team has a realistic chance of winning. And to top that you see many different builds. I hope that changes such as consumables dont ruin the diversity of this game, because thats half the fun of it.
#77
Posted 15 March 2013 - 07:58 PM
Wintersdark, on 15 March 2013 - 05:09 PM, said:
...
In the end, just wait and see. They'll change the game, like any addition, but their overall impact is likely not going to be particularly major. They're certainly not going to ruin the game, though.
You're definitely correct that they won't be OP, and the presence of one or two consumables certainly isn't going to "break the game." However, putting in a money-sink that, in higher-level play, is going to feel mandatory even if it actually isn't, doesn't seem like it can possibly be good for the game.
#80
Posted 15 March 2013 - 10:01 PM
Any consumable that does the following,
1. Repairing armor on the field.
2. Repairing weapons on the field.
3. Boosting any stat without a downside.
Will not be good for the game.
For number 3, if it was, Boosting a stat WITH a downside, then it would probably be ok, depending on the stats.
IE,
MASC Consumable : Boosts speed by 5% for 15sec, causes 1% leg damage every 5sec. (or 1% every 2.5sec)
or
Capacitor Overload 1 : Boosts dmg for all energy weapons (gauss included) by 1 for 5sec, causes 1dmg to each weapon fired during the duration.(dmg is caused for every time the weapon is fired during the duration)
Capacitor Overload 2 : Boosts dmg for all energy weapons (gauss included) by 2 for 10sec, causes 1dmg to each weapon fired during the duration (dmg is caused for every time the weapon is fired during the duration), and 1dmg to every module mounted upon using the consumable (ECM, BAP etc etc)
Even tho those may not be exactly balanced (I think they would be close to ok), there would be a lot of people who probably would not want to see that in the game at all as its just not really MW, or its just not realistic in how some of the consumables could happen etc etc.
Edited by Fooooo, 15 March 2013 - 10:04 PM.
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