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Consumables - Why You Use Or Don't Use Them


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#21 Otto Cannon

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Posted 31 October 2013 - 11:53 AM

I've never once even considered using consumables. The current low earning economy combined with few module slots on mechs makes them less than tempting.

I'm sure PGI would like me to buy them with MC, but no matter how hard they nerf non-consumable modules (have you noticed the extreme seismic nerf and how little the new ones do?) and cripple cbill earnings that's never going to happen.

#22 Roadkill

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Posted 31 October 2013 - 12:11 PM

View PostRandomLurker, on 31 October 2013 - 10:47 AM, said:

Average match earnings: 100k
Arty Strike: 40k

Not worth it.

This. I feel like most of the consumables are pretty well balanced. You don't want them to be so powerful that people HAVE to use them in order to be competitive, but you want them to be at least a little bit useful. That seems to be the case right now.

But 40k, which is ~40% of your average potential earnings? MASSIVELY overpriced. I'm not sure I'd use them at 10k, but that'd be due to the fact that other modules are more important in most fights. At least at 10k I'd find an occasional use for them. At 40k if I have a free slot I'll put in a Cap Assist module on the off chance that I get involved in some sort of cap race. Or Advanced Target Decay on the off chance that I end up spotting for someone.

#23 Chemie

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Posted 31 October 2013 - 12:51 PM

Only worthwhile one is coalant flush (and maybe now airstrike in 12man quue)

cost vs reward.

Fire two consumables and you make nothing. Worth it in tourny and 12-man queue but stupid in pug games.

Plain economics

Grind is already bad...using consumables makes it impossible to earn CB

Edited by Chemie, 31 October 2013 - 12:52 PM.


#24 MuonNeutrino

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Posted 31 October 2013 - 02:48 PM

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

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?
Kinda all of the above. Lack of auto-buy would drive me nuts, if I ever used them in the first place. They're too expensive to use on a consistent basis relative to match earnings. Most of them are either dubiously useful or *highly* situational, so even the ones that have *some* use have a hard time justifying their module slot compared to equipping things like seismic or cap accel or other role-relevant modules like zoom or target decay. I *do* prefer modules that give a continual benefit. Their upgrades cost too much GXP. And finally the only consumable that's *not* highly situational, coolant, I refuse to use on general principle.

#25 OneEyed Jack

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Posted 31 October 2013 - 03:33 PM

I carry coolant on most builds, though I use it rarely enough that I'll often go quite a number of matches before remembering to reload it. But I play to play, not to grind out pretend money. I already have a job. So I don't really care that much if I "waste" some. I recently got the improved air strike, as well (the more shots, not the tighter grouping), and have been using it a bit, when an opportunity comes up.

#26 Agent 0 Fortune

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Posted 31 October 2013 - 03:43 PM

I do not use consumables because they would replace an already useful module for something I have to purchase every match.

It is hard to give up advanced zoom, or target retention or seismic sensor for 18 points of heat, or 5 seconds of eye in the sky, or an airstrike that I don't know how to use and am unwilling to pay-to-learn, even for 40 damage.

#27 Monky

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Posted 31 October 2013 - 03:48 PM

I use cool shot frequently, it allows moar alphas and alphas are what wins fights. The only other thing that matters is knowing where to shoot, so If I have a 3rd slot I'll put in the one that allows faster display of the enemy loadout.

#28 FupDup

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Posted 31 October 2013 - 04:48 PM

C-Bills are grindy enough as it is. The last thing I need is to extend that grind on one-use modules. The passive modules are just a muuuuuuch more cost-effective deal.

Edited by FupDup, 31 October 2013 - 04:53 PM.


#29 wintersborn

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Posted 31 October 2013 - 05:37 PM

Not spending a penny on P2W items.

#30 Malavai Fletcher

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Posted 31 October 2013 - 05:41 PM

I take Arty/Airstrike in every game because quite frankly its awesome,but i didn't get the second module for them because it tightens the spread too much.

An arty placed on your base when its being capped will hit most of the base,and you dont even have to see the whole base,just the flame on top of the rig,best kill ever when i took out a mech from 800m away and could only see the very top of the base because everything else was hidden by terrain.

Hero mech+premium and i still make 100,000cbills plus in most games if i use both strikes.

#31 Sybreed

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Posted 31 October 2013 - 05:42 PM

Never used consumables, cause I hate the concept of consumables in MWO. The only acceptable consumables would be a one-match bonus to EXP and/or C-Bill, which would be kind of a gamble if you win or lose. (shouldn't be usable in 4-man premade though)

edit: Air strike/artillery is fine in my book, as it's also a gamble. Skillflush is unacceptable.

Edited by Sybreed, 31 October 2013 - 05:43 PM.


#32 Asyres

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Posted 31 October 2013 - 06:08 PM

View Postwintersborn, on 31 October 2013 - 05:37 PM, said:

Not spending a penny on P2W items.


So you only use trial mechs then?

#33 Coralld

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Posted 31 October 2013 - 06:29 PM

I have not used any of the consumables but I have seen a lot of people use the Artillery and Airstrike ones, and when used properly can be a game changer.
Ever sense they upped the damage I have wanted to use them but I am busy trying to get to the 20mil C-bill mark so I am being as frugal as possible.

#34 Arcturious

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Posted 31 October 2013 - 06:32 PM

Two main reasons that others have already mentioned.

This biggest is cost. An average win might be $100k. As pointed out, $40k off that is a STUPENDOUS cut into earnings.

Second is no auto equip. I have 75 odd mechs. If I go in and edit every fight the time it would take would significantly eat into my overall gaming time. My Mechbay takes forever to save and load, it's just not going to happen.

It's the other reason I don't even use modules, let alone consumables. No way can I afford modules for every mech. With no easy way to swap them around I just don't use them at all.

#35 Delas Ting Usee

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Posted 31 October 2013 - 07:25 PM

The only consumable I use/buy with any regularity is 'Coolant Flush' - the one that cost 10,000 cbills a pop. Would buy more but c-bill nerf made that unlikely for the myriad of reasons states by many before me.

#36 MustrumRidcully

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Posted 31 October 2013 - 11:40 PM

I don't use them. Too expensive, and often not even worth it. Especially since I am always PUGging and thus will never have a coordinated team that could use of certain modules.

Coolshot also is to me a bad idea in the first place and I won't support it.
Artillery and Air Strike were pretty useless. Maybe they are better now with the damage buffs. Their underwhelming looks also don't motivate them.
UAV sounds somewhat interesting, but not interesting enough, and not somethnig I want to pay that much money on.

Do we have any others I forgot?

Generally, I like the idea of Air Strike, Artillery Strike and UAV, and similar modules. These are the great role warfare things I was looking forward to. The Strikes fit the Command/Supprot role, the UAV is for the Scout role. This is the kind of stuff I was looking forward to in terms of rolewarfare and module abilities, not 15 % faster capturing.

In practice, they seem underwhelming in effect or even bad in design (a weak module requires a second module to get a bit better, except in practice its worse?) and too expensive, too.

Edited by MustrumRidcully, 31 October 2013 - 11:44 PM.


#37 Captain Stiffy

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Posted 01 November 2013 - 01:10 AM

I don't use them because they suck.

Coolant flush is too expensive to use regularly and rarely do you get your money back out of it.

UAV who cares? Generally the team has an idea of where people are.

Artillery/Airstrike lol. I don't need to get these any wetter. Remove the smoke warning, K?

You'd be a fool to use this junk over anything like seismic, target retention, sensor range, anything almost.

#38 Ensaine

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Posted 01 November 2013 - 02:10 AM

I see no reason to use any of them.

I tried the cheapie coolant flush once...... got one extra Alpha... .whoop de doo..........I prefer to manage my heat myself, and have a static effect from a real module.

I see some people say they don't use modules at all.... REALLY?

ANY mech can and does benefit from the regular modules, and not using them is simply unwise. No one says you need a full module setup for each mech.......I have 2 full sets for brawler mechs, and one full set for my LRM boat. But I don't go playing ALL of my mechs in each session... lately, I've been running my 1-2 main mechs, as I'm not needing C-Bills, nor am I leveling any mechs,

IMO, it is not only unwise, but plain foolish to not have say Seismic, and Target Info Gathering on a Brawler mech, with Sensor Range for a 3rd slot. LRM's benefit big from Sensor Range, and Target Decay, and Seismic for a 3rd slot.

If you're not using the real modules at all, think of how much better your results would be if you were on equal footing with your opponents.

I'm against the consumable thing in MWO, and their craptastic returns are, IMO, not worth the digital real estate they take up.

#39 Riptor

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Posted 01 November 2013 - 02:13 AM

To expensive and to situational in a game where you basicly just fight "for fun" all the time.

With nothing at stake why should i invest precious cbills into what buils down to a situational gimmick?

And while the UAV is usefull the current meta of "play and forget" with no consequences attached to a loss makes its use undesirable.. because why should you gimp your cbill gain even more then it allready is when theres no risk for a loss?

#40 Levon K

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Posted 01 November 2013 - 02:26 AM

Consumables don't belong in mechwarrior. This is not WoW. Mechs don't drink potions and throw fireballs.





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