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Consumables - Why You Use Or Don't Use Them


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#1 MoonUnitBeta

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Posted 31 October 2013 - 10:34 AM

To me, there is a lack of consumables on the battlefield. So, here’s a chance to let fellow members know why you do, and for devs to know why you don’t!

Question: Why ARE you using consumables?

Just some of my own questions; some imply my opinions. But I’d love to hear your own answers. Feel free to answer my questions if you’d like!
  • How have you used consumables to your advantage?
  • What benefits have you gained from them?
  • Does the active use interest you?
  • Does it change the way you play?
  • Do you prefer the cheaper benefits of consumables over pricey modules?



Question: Why AREN’T you using consumables more often?

Just some of my own questions; some imply my opinions. But I’d love to hear your own answers. Feel free to answer my questions if you’d like!
  • Is it the pesky lack of an auto-buy option?
  • Is it the cost vs rewards?
  • Are they too weak for their cost and/or module slot?
  • Is it that you’d better prefer the passive benefits of modules rather than the active use of consumables?
  • Did you have a bad experience with consumables?
  • Did you use them at the wrong time and regretted equipping it?


Lay it down here why consumables are or aren’t part of your morning breakfast battles!

#2 AC

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Posted 31 October 2013 - 10:42 AM

I don't use them, and have never used one. They don't seem to do a whole heck of a lot, and with the Cbill nerf I need to save all the cash I can.

Also, they seem like something you would bring to a game that had higher stakes. None of the games in MWO have anything at stake, so why waste cash on a meaningless game?

Edited by AC, 31 October 2013 - 10:43 AM.


#3 KinLuu

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Posted 31 October 2013 - 10:42 AM

Other Modules are more important.

#4 Roadbeer

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Posted 31 October 2013 - 10:46 AM

Depends on the build I'm using. Some require all module slots being filled with sensor packages, some, just require Zoom and CAP, so that extra slot gets arty/air.

#5 CeeKay Boques

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Posted 31 October 2013 - 10:47 AM

Here, let me make some useful consumables:

7 Troops with a missile launcher or two that can take or hold a cap point.
1 Myrmadon Tank that proceeds forward firing at whatever it sees.
3 Helicopters that shoot an LRM 5 and Tag and spot.

See, if me and my 11 friends each have one of these? All kinds of RP, RTS and other kind of strategy built right in. Suddenly, its real, lively battlefield. Machine guns have a point. You're welcome.

#6 RandomLurker

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Posted 31 October 2013 - 10:47 AM

View PostMoonUnitBeta, on 31 October 2013 - 10:34 AM, said:

  • Is it the cost vs rewards?


Bingo.

Average match earnings: 100k
Arty Strike: 40k

Not worth it.

#7 Demos

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Posted 31 October 2013 - 10:47 AM

View PostAC, on 31 October 2013 - 10:42 AM, said:

I don't use them, and have never used one. They don't seem to do a whole heck of a lot, and with the Cbill nerf I need to save all the cash I can.

+1

Used coolant and (very occasionally) artillery, but the CBill nerf put an end to this practice.

#8 New Day

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Posted 31 October 2013 - 10:48 AM

I'm not wasting money on them.

#9 Gevurah

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Posted 31 October 2013 - 10:51 AM

I use them semi-religiously, cbill only versions. I have the GXP enhancements for each.

My percentages:

(usual winrate is actually pretty bad because of my propensity to brawl - so I usually I win slightly less than I lose. It's .96 if I divide my win/loss.

With consumables:

Artillery Strike 346 188 155 1.21
Artillery Strike Accuracy Module 73 44 29 1.52
Air Strike 49 28 21 1.33
UAV Primary 90 68 22 3.09
Coolant Flush Primary 35 23 12 1.92
Coolant Flush Secondary 156 78 78 1.00


As you can see, I win significantly more than I lose with consumables.

Also - I recently started using them as much as I am, which has caused my w/l to climb. It was a lot worse before (like .80).

Edited by Gevurah, 31 October 2013 - 10:54 AM.


#10 Narcissistic Martyr

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Posted 31 October 2013 - 10:57 AM

The difference in rewards between winning and losing is enough that I'm fine with using a single module in a match. In particular I use cooling shot on hot maps when the alternative is getting scrapped and if I'm in a group with a lot of LRMs I'll use the UAV module.

#11 Dracol

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Posted 31 October 2013 - 11:00 AM

When solo dropping, I don't use em cause they go against the grinding for c-bills objective.

In 4man drops I consider them if they help the role I'm playing. UAVs for scouts, arties for snipers.

12 man drops they have their uses and are being used on the battlefield to great effect. When a plan calls for one, I don't hesitate to equip em.

#12 Deathlike

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Posted 31 October 2013 - 11:04 AM

View PostMoonUnitBeta, on 31 October 2013 - 10:34 AM, said:

Question: Why ARE you using consumables?


Because they are useful in 12-mans. Too bad it's only the UAV that's useful.

Quote

  • How have you used consumables to your advantage?
  • What benefits have you gained from them?
  • Does the active use interest you?
  • Does it change the way you play?
  • Do you prefer the cheaper benefits of consumables over pricey modules?


Deploying UAV in the mess of a battle massively helps out on the teamwork in terms of targeting/focus fire. ECM by design ruins that and UAV is the counter.

It doesn't get use in random pugs and premades due to the lack of understanding by other PUGs to make the most of it. Unless the team is overwhelmingly LRM heavy, it gets little to no play in PUGs.

It's the only worthwhile purchase as far as I'm concerned.


Quote

Question: Why AREN’T you using consumables more often?
  • Is it the pesky lack of an auto-buy option?
  • Is it the cost vs rewards?
  • Are they too weak for their cost and/or module slot?
  • Is it that you’d better prefer the passive benefits of modules rather than the active use of consumables?
  • Did you have a bad experience with consumables?
  • Did you use them at the wrong time and regretted equipping it?


The cost/benefit analysis eats into your profits, so it's too costly with the current state of "depressed" rewards. I'm still waiting for the UAV bonus to come into play so I'd probably use it more. The others consumables are still meh otherwise.

The Airstrike+Arty modules have a supplemental module to improve their effectiveness - and are stupidly not worth an extra slot for the improvements.

The lack of auto-buy is woefully annoying. It's not gamebreaking but annoying.

Passive module benefits tend to be most useful is it benefits me. Seismic is great for improving self-survival in obtaining "added sensor awareness". Target Decay is great for Streak combos and getting free spotting bonuses in PUGs... so in the end... if it benefits me, it'll be taken advantage of.

I've never had a bad experience with consumables... except watching other people waste their arty+airstrikes and epic fashion.

I've never regretting equipping them (just not having them due to no auto-buy)... it's simply ill rewarded and has selective usage.

There, done.

#13 John MatriX82

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Posted 31 October 2013 - 11:05 AM

I have unlocked the cool shot tree (with cool enhance or whatever it is along with the 9by9) and the arty strike to their max.

I use to bring the cool shot every match (I tend to run extremely hot running builds), but I rarely employ it.
Let's say it's used as the last chance to score a critical kill, or to save my guts from a tricky situation or if it's necessary to achieve a victory.
In few words I employ it only when it's worth. Because it has to be worth, otherwise the price in cbills vs the nerfed rewards don't make it worth at all. If I have to spit a statistic, I say I might be employing it 1 time in 10-15 matches while pugging; in 12man premades I use it more often since the "tricky situations" are more common :).

If my team is losing or it doesn't make any difference, I rarely flush it. And of course whenever I use not that hot builds I don't even bother equipping one, generally I use adv.seismic and target info, so I tend to bring the cool shot for safety in those mechs that when mastered reach 3 modules.

About the arty.. well, now it's a lot more useful than it used to be; however I see it to be well employed only in 12man premades, to soften a front or to put pressure on the enemy main group, I'd never even bother bringing it while pugging.

Edited by John MatriX82, 31 October 2013 - 11:06 AM.


#14 JudgeDeathCZ

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Posted 31 October 2013 - 11:22 AM

I do not use them bcuz I am too lazy to rebuy them after each use except 12man bcuz they are more useful there than in pug/4man :x .

#15 Roadbeer

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Posted 31 October 2013 - 11:25 AM

View PostJudgeDeathCZ, on 31 October 2013 - 11:22 AM, said:

I do not use them bcuz I am too lazy to rebuy them after each use except 12man bcuz they are more useful there than in pug/4man :x .


Lazy? You? No way!
I mean, how could someone who types "bcuz" instead of "because" EVER be considered lazy?

Edited by Roadbeer, 31 October 2013 - 11:25 AM.


#16 DaZur

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Posted 31 October 2013 - 11:25 AM

As other proceeding me eluded to... Secondary to the c-bill nerf, I no longer field any consumables.

It's simply cost > benefit...

#17 NRP

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Posted 31 October 2013 - 11:27 AM

I don't use consumables that often because they are largely ineffective.

#18 Rizzelbizzeg

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Posted 31 October 2013 - 11:32 AM

I have some arty, airstrike, and UAVs but mostly I just forget to use them. I get that tunnel vision like whoa.

#19 Voivode

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Posted 31 October 2013 - 11:34 AM

I always bring consumables.

Some of my mechs run a little hotter than others so I'll bring some cool shots to even it out. For mechs that have less heat problems, and especially on scouts, I'll bring air and artillery strikes. I put the GXP into the improved versions so they're a little better.

The coolant flushes make it much easier to pilot a mech that runs on the hot side when you get a map that runs on the hot side. It helps keep the damage pumping in a crucial moment of battle. Often I'll have them equipped but not end up using them if the map is cool. It's a "just in case" sort of thing that has often meant the difference between getting a kill and being killed.

Artillery and air strikes are pretty amazing now that they do 40 damage. I don't always end up using them but when I do the results are worth the cost. I look for a clump of two to four mechs, the heavier the better, standing around delivering fire on my team. Most often I'll carry the module in a medium or light so I'll pop up to a position where I can see their feet and drop it right between them, preferably just behind them so they don't see the smoke. I've gotten a lot of kills and destroyed components using that tactic and it really confuses the heck out of some fatties!

Oh, and as a scout I LOVE to bring a UAV to the fight. If a teammate has LRMs the combo can devastate the enemy!

Edited by Voivode, 31 October 2013 - 11:35 AM.


#20 Gevurah

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Posted 31 October 2013 - 11:51 AM

Yeah it's hard to beat the LBXAC400(Artillery) from space for dispersing mechs. Especially when they're clustered up.

The Airstrike is harder to hit with but does absolutely monstrous damage to single targets now.

Edited by Gevurah, 31 October 2013 - 11:51 AM.






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