Aym, on 20 August 2013 - 05:20 AM, said:
So Kon your example is clearly not a hero mech and shows earnings much higher than you're claiming you had before the nerf.
Lord Perversor, on 20 August 2013 - 05:49 AM, said:
Well i have this one too
Ok i know it's a Hero mech (still without hero bonus it's 136k similar to Konivig but without any spot/narc assist bonus ) just made it up for the total Exp (over 5k should i had premium, and i had a match with over 6k total exp once) in general i noticed that playing wrecker and assist net more C-bills wich just means assists and component destruction are more economically appealing than straight out CT kills.
So maybe it's a way to PGI to say if you want C-bills shred your enemies to tiny pieces not just one shot them?
P.S: if you look at it with detail it seems assist and Spot/Narc are the ones who makes a bigger difference, Also found curious we both had the same component destruction bonus so we can't measure that right now
DragonsFire, on 20 August 2013 - 06:31 AM, said:
I believe that Koniving is indicating that his earnings noted in the screenshot, using a regular mech post C-bill change, are in line with what he was receiving with a Hero mech pre C-bill change.
Actually to be a bit higher than what I earned for a certain hero mechs pre-nerf. (Namely the Wang as it runs an XL and doesn't live long

), but yes otherwise a modest bit higher than before if I wasn't using a hero and using that same mech as on the screen. It's a HGN 733 with 1 tag, 1 medium laser, 1 AC/2, an XL engine, and 2 LRM-5 racks with an LRM-15 and an LRM-10.
Also I believe I stated there and if not then it was somewhere else that I posted it, that my LRMs barely did anything because they kept hitting buildings. Though I got cash for tag/spotting my own LRMs twice against a single target. Then once on two other separate targets. I also spent an insane amount of time brawling multiple mediums and two lights with my laser and AC/2. My left arm was gone. My missiles were destroyed as my side torso was raw and some dude had two MGs. Instantly lost my missile launchers there. Damn MGs are pretty overpowered when it comes to crits.
Then there's this from last night, which I replied to today.
Koniving, on 20 August 2013 - 07:12 AM, said:
Oh it's a bit far from fine. But... The new system rewards teamwork more and solo play less. If you help your team you actually won't even notice a difference in income. Since we at Zhizhu usually help our team, we simply haven't. In fact some of us have noticed superior returns.
In example: Some bonuses which were one time pay buffs actually reward you over and over again at certain intervals. For instance a spot bonus now rewards me from the same LRM guy, against an identical target, every 3 to 5 seconds. Spot assist + tag/narc. Spot assist + tag/narc. I keep getting paid for helping my team. That's good, it promotes teamwork and pays a scout for being a scout. Before I'd get paid once for the job, per LRM guy, and never get paid again -- gave me no real reason to do it where now I have a reason.
That isn't to say it's fine all around: one of our players, who plays quite selfishly, has noticed a 50,000

(Edit: missing word: "average") decrease in his earnings. He's the sort that steals all of our kills that we worked so hard on, who stat pads himself like crazy making every match harder on us, and has a 5.something kdr while the rest of us are around 0.5 to 2.0 kdrs.
To me, that's an acceptable change.
The current cbill earnings from what we've seen punishes the lack of teamwork exhibited by selfish players, and is rewarding players that actively go out of their way to help teammates. Add to that we are supposed to be getting more rewards for lights and mediums who perform their roles (spotting, combat support, savior kills, defensive kills, following orders given by team commanders, etc. are all supposed to reward you for teamwork).
Genuinely give helping your team a try. I made 210,000 cbills last night without premium (I'm refusing to buy it until we get our heat capacity reduced for the betterment of the game and to stop this alpha warrior b.s.) and I was using a Blackjack with a tag and 7 small pulse lasers.
Edit: Word was missing.
Edit 2: Defined "Superior returns."
There are other things you can do to improve your income as well. Kill by headshot or legging. If the engine is intact everyone makes more on the salvage. The fewer parts you strip, the higher the salvage income. As a medium, hang around an assault and shoot what they shoot. You'll notice some interesting cash bonuses. All in all, don't be so selfish and help those around you. My earnings have been improving and of the three people I played with last night, 2 of them also noticed increased earnings and 1 of them...was miserable with his pay because he was selfish the whole way through.
Far as premium goes; my own refusal is because of how poorly managed a single mistake back in the day has been. The capacity system is too high. MW2 had 40 threshold until shutdown. Hit 40 heat, you shut down. MW3 had 30. MW4 had 60 before MekTek. MWO? With an Atlas, SHS, I can reach 120 and still carry PPCs. With DHS I can reach 88.56 threshold and still have a realistic loadout. That's insane. I mean heck,
I can do this with what was either 13 or 14 DHS! In MW3 if you fired 5 PPCs at once chances are you just blew up and died! Here, I churn out 30.
30 PPCs! O_O! 30! Non-stop, when we could fire them faster, at 8 heat each (which btw is the heat of 2 ML, at what was then twice the firing rate of 2 ML. Wtf!)
I'm fine with the economy balance. I do more teamwork and I get more money than I made before. That's good; it promotes teamwork. I play selfishly and I make dirt. The only problem is if I lose, I make worse than dirt. That could use a little change.
What I'm not fine with is the heat capacity. If the most poorly balanced in MW's history -- which led to the death of the franchise -- has a lower heat capacity than we can get in MWO there's a huge problem. One that turns "Mechwarrior" into "alpha strike warrior."
After all in PGI's own words: "Double heatsinks removed heat management from the game." Indeed they did! It never happened to a past MW. Never has any past mechwarrior changed double heatsinks. Why? Because none of them had rising capacities. It was a hardset, predefined limit. 30, 40, 60. Not... Oh you're in a trial mech you get 40 capacity, I got double heatsinks so I get 2 times cooling and 50 capacity. But wait, now you got double heatsinks but you don't have a 250 engine? Sorry, you got 46 capacity. Ha, ha, ha, I got the same weapons and I can fire more than you even though you have more heatsinks than me.
Is it any wonder our balance is screwed?