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Consumables - Why You Use Or Don't Use Them


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#61 wintersborn

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Posted 01 November 2013 - 11:32 AM

View PostAsyres, on 31 October 2013 - 06:08 PM, said:


So you only use trial mechs then?


I use trial mechs, and mechs purchased with CB and have never spent a penny on MC.

You see a penny is a real life currency here in the USA just to clear things up for you.

#62 wintersborn

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Posted 01 November 2013 - 11:39 AM

View PostMonky, on 31 October 2013 - 03:48 PM, said:

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.


This is true and the same reason why they are called P2W by most, but since that is what PGI wants then you have to deal or un install.

#63 Wispsy

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Posted 01 November 2013 - 11:41 AM

The advantage they provide can be game changing...just wait to use them at the right times instead of blowing your load on the first guy you see...

#64 aniviron

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Posted 01 November 2013 - 11:41 AM

Part of it is that they don't do much- even on mechs with open slots for modules, none of the consumables do anything worthwhile enough to warrant the cost except UAV, and even then UAV is only useful if you can actually trust your team to make good use of it.

Part of it is cost. Half my rewards if I win and over half if I lose is just too much, pretty much regardless of what it does. I'd use them if the game I was in were super important, but without CW, no games mean anything, it's just team deathmatch.

Part of it is that I dislike the idea of consumables in general. Coolantflushgate left a bad taste in my mouth (I didn't know coolant would taste that bad!) regarding how PGI views the monetization of the game which lingers even now. It's the attitude that they're fine with making players either spend MC to get consumables or force them to play so often that they can eke out enough C-bills to afford them if they really want to compete. So in a way, I'm perfectly fine with consumables being as bad as they are.

#65 Christof Romulus

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Posted 01 November 2013 - 01:28 PM

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

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.

... My god. He's right...

Seriously, is anyone reading this? Anyone? Can we get PGI to read this like immediately?

[Edit] I have posted this idea on the suggestions forum now - Everyone go bump that so we can get this given some kind of priority...

Edited by Christof Romulus, 01 November 2013 - 01:44 PM.


#66 Deathlike

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Posted 01 November 2013 - 01:36 PM

View Postaniviron, on 01 November 2013 - 11:41 AM, said:

Part of it is that I dislike the idea of consumables in general. Coolantflushgate left a bad taste in my mouth (I didn't know coolant would taste that bad!) regarding how PGI views the monetization of the game which lingers even now. It's the attitude that they're fine with making players either spend MC to get consumables or force them to play so often that they can eke out enough C-bills to afford them if they really want to compete. So in a way, I'm perfectly fine with consumables being as bad as they are.


Ewww....

What if I offered an Urbie-shaped mouthwash?

#67 Alaskan Nobody

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Posted 01 November 2013 - 01:38 PM

View PostDeathlike, on 01 November 2013 - 01:36 PM, said:


Ewww....

What if I offered an Urbie-shaped mouthwash?


I want to know why he was gargling/drinking/putting-it-in-there in the first place ;)

These mechs aren't piloted by Orkz ya know :huh:
(or maybe that is part of the problem :P)





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