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Consumables - Why You Use Or Don't Use Them


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#41 Lykaon

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Posted 01 November 2013 - 02:38 AM

After seeing the results I get from using UAVs in Pub matches I will no longer spend C-bills to provide accurate recon to players who can not pay attention.

12 v 12 I still drop em almost every match if I'm running recon.

#42 Tahribator

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Posted 01 November 2013 - 02:40 AM

I don't use consumables since 12v12 was introduced, simply because I can't make enough C-Bills if I use them. If you use an Arty/Airstrike/9 by 9/UAV, it takes away roughly half of your income. If you buy two modules, you essentially neutralize your income.

I used coolshots a lot before the income nerf thogh. They make a huge difference if you're a light/brawler.

Edited by Tahribator, 01 November 2013 - 02:40 AM.


#43 Curccu

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Posted 01 November 2013 - 02:43 AM

Why I use them? Because those are useful.

#44 Muffinator

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Posted 01 November 2013 - 02:47 AM

2 equal problems:
1. Paying for a consumable means the income from a win drops to the ballpark of income for a loss. That would mean the consumable would have to turn the game from a loss to a win every time i used it. This leads to point 2: they just aren't very good.

#45 Gozer

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Posted 01 November 2013 - 02:56 AM

I buy them, but I don't always use them. Mainly because I haven't figured out what buttons to move the binding on them to. Their defaults are way out of the way that forces me to remove a hand from key locations. That said I'm not sure where I" want to remap them to so I just kinda *shrug* and continue on.

#46 Thorqemada

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Posted 01 November 2013 - 03:29 AM

Consumables are a moneysink/cashgrab that easily tend to destroy the coregame Balance.

Coolant is a Deadly Sin itself, the Strikes should be a Commanders special ability...

#47 Lupin

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Posted 01 November 2013 - 05:12 AM

I use them but not often. Someone has already said you should be managing your own heat not using coolant, but always better to have backup.

Coolant (Reason to use in the middle of a brawl you do not want to shutdown)
Air strike (Reason to use area denial weapons Conquest or if other team is dumb enough to stand in close group)
UAV (Reason to use in scouting as support for LRM)

#48 OneEyed Jack

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Posted 01 November 2013 - 05:26 AM

View PostRiptor, on 01 November 2013 - 02:13 AM, said:

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?

If you "basicly just fight for fun all the time," what difference does it make how fast you make c-bills? What makes them so "precious?"

It's not real money. They don't cost a dime unless you want them to.

#49 tigerija

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Posted 01 November 2013 - 06:06 AM

I once tried that heat capsule or whatever.

But there's just too much to do to obtain it and its almost useless ingame.

UI and whole design of obtaining those stuff is too complex and not worth the effort.

IMO.

#50 MustrumRidcully

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Posted 01 November 2013 - 06:15 AM

View PostOneEyed Jack, on 01 November 2013 - 05:26 AM, said:

If you "basicly just fight for fun all the time," what difference does it make how fast you make c-bills? What makes them so "precious?"

It's not real money. They don't cost a dime unless you want them to.

Because new mech and new equipment is fun. No new mechs, no new equipment is less fun.

#51 Joseph Mallan

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Posted 01 November 2013 - 06:40 AM

View PostMustrumRidcully, on 01 November 2013 - 06:15 AM, said:

Because new mech and new equipment is fun. No new mechs, no new equipment is less fun.

I have loads of fun in My D-DC(Primary ride)
(F)Atlas
Sara
Whichever Mech Mech strikes my fancy.

Thats it I have 4 Mechs 2 are identical chassis

One is because I have a Heart :P

One is because I want to test something.

Once the Battlemaster releases to the general public, I will buy 3, XP them to master, and keep the 1G cause that is what Mech Joe pilots until 3060something! I have a history, Now I wanna make it happen! ;) :huh:

#52 Almond Brown

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Posted 01 November 2013 - 07:26 AM

I have never been able to shoot down an 9 x 9 Coolant module. Same can't be said of the UAV one. Same cost of use. :huh:

#53 Commodore Frank

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Posted 01 November 2013 - 07:32 AM

I would feel a lot better about using consumables if they had a larger upfront cost and were permanent items with one use per match. The cost per use really makes me second guess using them every time I consider it. I prefer buying things that can eventually pay for themselves. Of course, then we might see artillery strikes all over the place, so it's probably not a good idea.

Edited by Commodore Frank, 01 November 2013 - 07:34 AM.


#54 StalaggtIKE

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Posted 01 November 2013 - 07:34 AM

Well if you have any lock-on weapons, you're going to be equipping advanced target decay and advanced sensor range. This is just to compete with the stealth abilities of ECM, so your lock-on weapons aren't rendered as dead weight. So off the top you're already down 2 slots.

Edited by StalaggtIKE, 01 November 2013 - 07:39 AM.


#55 Wispsy

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Posted 01 November 2013 - 07:38 AM

I use 2 (sometimes 3 on my Raven) almost every game. They are incredibly useful in a large number of situations and the cost is nothing to me. Far better for turning a fight in a favourable direction then any of the other modules available.


Edit: The lack of autorebuy is annoying.

Edited by Wispsy, 01 November 2013 - 07:39 AM.


#56 Trauglodyte

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Posted 01 November 2013 - 07:41 AM

View PostDeathlike, on 31 October 2013 - 11:04 AM, said:

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


My only problem with these is that they're so damned hard to use. Instead of making it easy and giving you a ground target reticle, it just drops it on the spot where your reticle happens to be pointing. Hit a bump in the ground or drop elevation adn you just screwed the pooch.

#57 Deathlike

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Posted 01 November 2013 - 07:44 AM

View PostTrauglodyte, on 01 November 2013 - 07:41 AM, said:

My only problem with these is that they're so damned hard to use. Instead of making it easy and giving you a ground target reticle, it just drops it on the spot where your reticle happens to be pointing. Hit a bump in the ground or drop elevation adn you just screwed the pooch.


Well, you could just keep practicing them in the Training Grounds. The item isn't consumed there fortunately.

It's an expensive 40k experiment....

#58 Almond Brown

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Posted 01 November 2013 - 10:51 AM

View PostTrauglodyte, on 01 November 2013 - 07:41 AM, said:


My only problem with these is that they're so damned hard to use. Instead of making it easy and giving you a ground target reticle, it just drops it on the spot where your reticle happens to be pointing. Hit a bump in the ground or drop elevation adn you just screwed the pooch.


It uses the arm based (small circle) reticule. Provides very fine aiming when in 3X zoom. Advanced Zoom would make for pinpoint targeting. You can even hide the smoke if you do it right. :huh:

Edited by Almond Brown, 01 November 2013 - 10:52 AM.


#59 Mechteric

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Posted 01 November 2013 - 11:02 AM

I just really like my passive modules.

#60 Trauglodyte

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Posted 01 November 2013 - 11:29 AM

Truth be told, short of the soon-to-be-fixed Seismic Sensor, I don't really see any moduel as an "OMG, I'm awful unless I have this!" For what they considered to be the end game, they're all rather lackluster. And, without the actual primary game play in action (CW), they're even less important. High end teams that run nothing but 12 mans can/will argue that. But, there isn't anything that they offer with how I play that makes me feel less capable because I don't have them.





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