Jump to content

Potion Of Stamina, Call Lightning, Meteor Swarm... And More!


  • You cannot reply to this topic
67 replies to this topic

#61 Artgathan

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 1,764 posts

Posted 12 March 2013 - 08:10 PM

Coolrun
Potion of Endurance
Effect: Using this potion permanently gives the user a faster mana recharge rate.

Kinetic Burst
Potion of Acceleration
Effect: Drinking this potion allows the user to attain higher speeds faster.

Twist X
Flexibility Training
Effect: The user can now twist their torso by an extra 10%

Heat Containment
Potion of Resilience
Effect: The user is able to remain active in combat for longer.

Quick Ignition
Fast Recovery
Effect: The user recovers from an unconscious state faster.

Speed Tweak
Scroll of Haste
Effect: The user can now run at higher speeds.

Sensor Range
Eagle Eyes
Effect: The user can now see enemies from greater distances

Capture Accelerator
Scroll of Acquisition
Effect: The user now captures bases 15% faster.

Once you really start to look at things they fall apart pretty fast. The entire pilot tree / module system can be explained either as "magic" or as an interesting game play mechanic that adds a bit of extra depth. Deriding consumables as being fundamentally different from modules denies the fact that they are also modules.

#62 Jestun

    Member

  • PipPipPipPipPipPipPipPip
  • 1,270 posts

Posted 13 March 2013 - 12:34 AM

View PostInsidious Johnson, on 12 March 2013 - 07:43 PM, said:

I think the magic is in their weightlessness.


You aren't carrying artillery & airstrikes inside your mech, you are just carrying the radio (or similar) required to call one in.

And given that we can already communicate and share target info, I'd say we already have the communication technology installed in our mechs.

:edit:

Unless you are only talking about the coolant flush.

Edited by Jestun, 13 March 2013 - 12:35 AM.


#63 Zerstorer Stallin

    Member

  • PipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 683 posts

Posted 13 March 2013 - 02:15 PM

View PostJestun, on 13 March 2013 - 12:34 AM, said:


You aren't carrying artillery & airstrikes inside your mech, you are just carrying the radio (or similar) required to call one in.

And given that we can already communicate and share target info, I'd say we already have the communication technology installed in our mechs.

:edit:

Unless you are only talking about the coolant flush.



Trying to justify game balance by what you think the mech is carrying is pretty bad. Who cares?!? Consumables add nothing to the game but more balance issues and something that takes away from a mech simulator, promised by PGI. Also the devs swore there would NEVER be colant because "it would be to hard to balance" of course now we see how fast that went out the window.

#64 Insidious Johnson

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 2,417 posts
  • Location"This is Johnson, I'm cored"

Posted 13 March 2013 - 03:29 PM

View PostJestun, on 13 March 2013 - 12:34 AM, said:


You aren't carrying artillery & airstrikes inside your mech, you are just carrying the radio (or similar) required to call one in.

And given that we can already communicate and share target info, I'd say we already have the communication technology installed in our mechs.

:edit:

Unless you are only talking about the coolant flush.

Within the context of the exact qoute, responding to the exact original post, yes, only the magical coolant pods of burdensomely heavy weightlessness.

#65 Fabe

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 1,041 posts

Posted 13 March 2013 - 03:30 PM

View PostZerstorer Stallin, on 13 March 2013 - 02:15 PM, said:



Trying to justify game balance by what you think the mech is carrying is pretty bad. Who cares?!? Consumables add nothing to the game but more balance issues and something that takes away from a mech simulator, promised by PGI. Also the devs swore there would NEVER be colant because "it would be to hard to balance" of course now we see how fast that went out the window.

OK I can understand the balance issue but how does having additional military assets to call upon make the game less of a mech sim?

#66 Selbatrim

    Member

  • PipPipPipPipPip
  • The Scythe
  • The Scythe
  • 140 posts
  • LocationFRR

Posted 13 March 2013 - 05:40 PM

Ok, try winning by capping when arty and air comes in. Good luck to you my man. "Base is being captured"
Call arty. Boom
"Base is being captured"
Call air. Boom

That's from 1 pilot... not the whole team. now times that by 8. Still think it is a good idea? Probably didn't like that capping existed then in the first place. Now go play conquest... Oh, that became a killfest too. Glad we have two game modes now cause they play so differently. Whoever sits on their modules the longest wins cause no-one will be capping anything or the team with the least strikes will always lose.

It is a bad idea because it is a bad idea. It is simply too easy to abuse this. And the justification that you should be able to call in arty and air is because you have communication technology in your mech then why are you paying extra for this? Why is it a consumable module? Did you eat your radio after you called in the strike?

And to the pilot tree: This is like the Pilot Skill and the Gunnery Skill translated into MWO. I'd agree the base capture module is magic though. But then again I am of the opinion that you should have to DO something rather than just stand there like a tree and wait for the base to convert itself.

#67 Zerstorer Stallin

    Member

  • PipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 683 posts

Posted 13 March 2013 - 09:35 PM

View PostFabe, on 13 March 2013 - 03:30 PM, said:

OK I can understand the balance issue but how does having additional military assets to call upon make the game less of a mech sim?



Because Im playing MECHWARRIOR ONLINE not MECHWARRIOR TATICAL ONLINE. How can I counter any of these MAGIC abilities that the mech poops out its' A$$? Also in which crappy version of the TT did these things appear ( yeah I know colant pods made an appearance but noone in any decent group allowed them.) It add nothing but takes away plenty, with the true purpose to milk money out of suckers.

Edited by Zerstorer Stallin, 13 March 2013 - 09:36 PM.


#68 Jestun

    Member

  • PipPipPipPipPipPipPipPip
  • 1,270 posts

Posted 14 March 2013 - 01:41 PM

View PostZerstorer Stallin, on 13 March 2013 - 02:15 PM, said:



Trying to justify game balance by what you think the mech is carrying is pretty bad. Who cares?!? Consumables add nothing to the game but more balance issues and something that takes away from a mech simulator, promised by PGI. Also the devs swore there would NEVER be colant because "it would be to hard to balance" of course now we see how fast that went out the window.


Claiming that they are magical (or disputing that claim) is not discussing how they affect balance, based on the OP I had no way of knowing that this was the purpose of the thread.

I am not justifying their place in the game, I am pointing out that airstrikes and artillery are far from fantasy magical abilities and that coolant flush may not exist in BT in the exact form planned for the game it's hardly some magical device (any more than advanced technology can seem like magic and that in BT the technology base has declined... so many things may seem magical depending on your point of view).

Edited by Jestun, 14 March 2013 - 01:42 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users