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New Modules: Cool Shot & Cool Boost Feedback


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#61 BigBrother93

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Posted 23 March 2013 - 01:04 PM

Honestly I really hate this decision. I think it would be totally fine if they had weight or had some negative impact like everything else in this game. I love having to make decisions between heat sinks or firepower or ammunition, but there seems to be absolutely no reason to not put this on every single mech aside from cost. That is not an interesting choice. It is just ALWAYS better to have. Also this seems reminiscent of the old "repair" mechanic from back in closed beta which i really didnt like and am glad was removed. I really hate this decision and hope it is removed in the next patch.

#62 Cyke

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Posted 23 March 2013 - 07:04 PM

Maybe they should take up 1 ton, 1 slot like canon Coolant Pods, but you fill them up with the "Cool Shot"/"Cool Boost" modules?
Basically the same as the modules now, but they also take up 1 ton, 1 slot.

I'm on the fence here, but I think this should please both crowds.

#63 Deathlike

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Posted 23 March 2013 - 11:24 PM

Refer to my post:
http://mwomercs.com/...ost__p__2115232

In summation, 18 heat/sec is imbalanced and should really cool that amount over a period of time, like 6 to 10 seconds. Otherwise, you are really compounding issues with the heat scale and high heat mech builds like the hex-PPC Stalker.

#64 qki

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Posted 24 March 2013 - 03:27 AM

It's not 18 heat/second.

It's 18 heat/game - get your facts straight junior. If your mech managed to generate enough heat to force a shutdown in a short amount of time (6 PPC is 60 heat btw), then it will do so again, after your "free 18" is applied.

#65 Deathlike

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Posted 24 March 2013 - 07:37 AM

I'm very familiar with it being "once only", but you're not understanding the crux of the problem.

With the aforementioned 6-PPC stalker, a coolant flush will allow you to finish off a mech with half or more of its alpha immediately afterwards (factoring in cooling by the other DHS and enviornment). Since the cooling is almost instant (1 second), it is literally like having 180 SHS (in terms of dissipation) for that short moment, which doesn't even factor in the current cooling. That's the issue here.

#66 ArchMage Sparrowhawk

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Posted 26 March 2013 - 04:35 AM

PGI, the cool shot is fine. A bit useless, I end up using the damned things AFTER I overheat in the middle of an enemy lance, but at least I now no one else is going to be paying anything to win anything with them either.

People complaining about the name, and how PGI tried to look cool...I don't know. Just really embarrassing stuff to read. It's pretty funny actually. I guess you guys figured out by now if you truly were evil and wanted to troll your players, it'd be really east to do. :D


I think a nice touch would be a Coca Cola parody with the Cool Shot. Have a Fatlas running around on Caustic, blasting his pulse lasers, then he gets to the caldera, and ends up having to pull out a shiny can of "Cool Shot 9X9!!", pulls the tab on the can with a "wooosh", then you see him bending back to slam that cooling refreshment down his throat. Then you see that Atlas emit a ground shaking "Ahhhhh" Bitching Betty says "All Systems Nominal" and you hear the Atlas' thundering footsteps and laser blasts once more.

A video would be cool, but I guess that could be done in the comic too.

#67 Bad Andy

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Posted 26 March 2013 - 10:52 PM

The annoying thing to me is you have to go back in the mechbay and rearm it every game, if there was an option to auto rearm it that would be great

#68 StandingCow

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Posted 26 March 2013 - 11:28 PM

Be cool if there was a negative to using it, like due to the lack of coolant your heat efficiency would drop after use, or maybe it damaged your heatsinks a bit... I dunno.

#69 davey wonder

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Posted 27 March 2013 - 06:12 AM

This thread seems to be mostly feedback on the concept/balance, but I've noticed a bug with the cool shot modules being displayed in-game.

Apologies if this has been noted- I looked in the known issues forum as well as this thread and couldn't find mention of this.

I can't replicate it 100% of the time yet, but I've noticed several games where my HUD will show that I have 1 or 2 Cool Shot modules installed, however when I go to use them, nothing happens. I then remember that I forgot to re-up on the modules, and am empty for that game. However, something is causing the HUD to draw the coolant bar in, as if I've equipped 1 or 2 modules.

For the record, I've noted this in both an HBK-4J and AS7-D-DC. I have both the Cool Shot 9x9 and Cool Shot improvement modules.

#70 jay35

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Posted 27 March 2013 - 08:26 AM

This, which was posted on another forum:

Quote

I think coolant flushes should never have been introduced.

The biggest problem is that they make what should be gimmick, one-kill-max builds into viable strategies. Last night we ran up against a team with two 6PPC Stalkers an ECM Atlas with PPCs, and 2 poptart Cataphracts boating PPCs. It was quite brilliant, really. Between alternating fire between the Stalkers, using the D-DC for cover from LRMs, and coolant flushes, they just completely demolished us. If you knew in advance you were dropping against that team, you might be able to swarm them with fast movers. But I was the fastest mech on the team in my Centurian and died to a single 6PPC alpha-strike. Our assaults were easy targets, of course.

I don't blame the players. But the MWO devs should have seen it coming.

There needs to be a downside to the coolant flush. Maybe after you use one, your max heat before shutdown is lowered for the rest of the game. It's one thing if coolant flushes are an emergency bail-out. It's another thing if they're the only thing that makes the build viable.


I wish they would balance coolant flushes like they did in MW4, where it used up some of your coolant (you know, because you FLUSHED IT) and thus your ability to cool the rest of the match was reduced by the amount you flushed away.

#71 Texas Merc

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Posted 27 March 2013 - 08:59 AM

View Postdavey wonder, on 27 March 2013 - 06:12 AM, said:

This thread seems to be mostly feedback on the concept/balance, but I've noticed a bug with the cool shot modules being displayed in-game.

Apologies if this has been noted- I looked in the known issues forum as well as this thread and couldn't find mention of this.

I can't replicate it 100% of the time yet, but I've noticed several games where my HUD will show that I have 1 or 2 Cool Shot modules installed, however when I go to use them, nothing happens. I then remember that I forgot to re-up on the modules, and am empty for that game. However, something is causing the HUD to draw the coolant bar in, as if I've equipped 1 or 2 modules.

For the record, I've noted this in both an HBK-4J and AS7-D-DC. I have both the Cool Shot 9x9 and Cool Shot improvement modules.


I came here looking for this I am glad you have noticed it as well. This IS a BUG and I think it is also causing all the HUD issues ppl seem to be having.

#72 Elder Thorn

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Posted 31 March 2013 - 10:10 AM

View Postdavey wonder, on 27 March 2013 - 06:12 AM, said:

This thread seems to be mostly feedback on the concept/balance, but I've noticed a bug with the cool shot modules being displayed in-game.

Apologies if this has been noted- I looked in the known issues forum as well as this thread and couldn't find mention of this.

I can't replicate it 100% of the time yet, but I've noticed several games where my HUD will show that I have 1 or 2 Cool Shot modules installed, however when I go to use them, nothing happens. I then remember that I forgot to re-up on the modules, and am empty for that game. However, something is causing the HUD to draw the coolant bar in, as if I've equipped 1 or 2 modules.

For the record, I've noted this in both an HBK-4J and AS7-D-DC. I have both the Cool Shot 9x9 and Cool Shot improvement modules.


noticed the same with a Stalker 5s

however, i think an option to auto-rebuy those things would come in handy

#73 BR0WN_H0RN3T

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Posted 31 March 2013 - 04:44 PM

View Postarghmace, on 19 March 2013 - 12:33 PM, said:

Cool Boost "Does not need to be equipped to a BattleMech."

But the Cool Shot 9 by 9 does? So isn't this the exact same thing that many were protesting against earlier? When you pay real money for Cool Shot 18, you only need to use 1 module slot. But using free in-game credits Cool Shot 9 requires another module slot if you want it to be as effective. So nothing has changed, still pay to win?

Not that I personally care, since flushing 21.6 heat at best (with Cool Boost) isn't really earth shattering. I'd rather use some module in those slots.
I'm quite confused about the explanation provided by pgi and reality. You're not supposed to be able to buy coolshot 9x9 by itself, secondly, it isn't meant to take up a module slot yet it does in game. However, the current implementation is perfect because it's no longer P2W. U just need 15k GXP to be on par with coolshot 18. Pls don't change this.

#74 MasterGoa

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Posted 31 March 2013 - 07:54 PM

Bug noticed with Cool shots:

Irrelevant to where I bind the key, cool shots will NOT work
unless I rebind that key (to the same OR other key) for
it to work...

If I do not do this, no coolant...

Cheers!

#75 Sahoj

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Posted 01 April 2013 - 02:40 PM

Perhaps too useful? I have nearly all modules unlocked and coolant flush is now a primary feature on all of my mechs.

#76 No7

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Posted 02 April 2013 - 03:26 AM

I like how it is implemented (after the 'back to drawing board').

What I would like improved is the usage.

1. Please add a automatic re-equip function or make it a lot easier to resupply it.
2. I would like to manually set the order of flush when you use both 6 and 9by9.
3. I would like the option to flush both 6 and 9by9 with one push of a button.

Also, there is a bug where it shows up as equipped but it isn't.

But all in all, good stuff. Doesn't really add that much to the game. It is priced high, which is OK. And you can get it all by gxp and normal credits. Very good.

7

Edited by No7, 02 April 2013 - 03:27 AM.


#77 TheMagician

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Posted 02 April 2013 - 03:56 AM

I agree with No7.

#78 Ken Fury

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Posted 02 April 2013 - 05:24 AM

Yes an optional Rearm would come in handy (perhaps default to off due to MC).

#79 wolf74

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Posted 02 April 2013 - 07:28 AM

[bug] You can Equip the Cool-9 & the MC Version at the same time.

#80 bonapartist1

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Posted 02 April 2013 - 03:44 PM

View PostBigBrother93, on 23 March 2013 - 01:04 PM, said:

Honestly I really hate this decision. I think it would be totally fine if they had weight or had some negative impact like everything else in this game. I love having to make decisions between heat sinks or firepower or ammunition, but there seems to be absolutely no reason to not put this on every single mech aside from cost. That is not an interesting choice. It is just ALWAYS better to have. Also this seems reminiscent of the old "repair" mechanic from back in closed beta which i really didnt like and am glad was removed. I really hate this decision and hope it is removed in the next patch.
This. The addition of cooling packs to MWO is an EGREGIOUS AND IGNORANT ERROR. F2P already feels like creeping, suffocating death, and making it Pay - 2 - Win like this is just burying the game under the dirt.It makes me sound like a bitter f***, but honestly, if this is just the first leg in a long downward slide, then I'll regret ever ******* penny I ever gave Piranha. They're showing that they don't deserve any of our money.

Where's the drawback? Where's the BALANCE!? Where is Piranha's f***ing brain? As another intelligent member mentioned on this thread, why not make the coolant flush ACTUALLY FLUSH away some coolant, so that it actualy has something to balance it. As it is, EVERYONE is running arond with them, with no drawbacks whatsoever when it comes to their use. WTF Piranha.

Edited by bonapartist1, 02 April 2013 - 03:49 PM.






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