MischiefSC, on 21 October 2014 - 09:22 PM, said:
So your attitude is that everyone should constantly spam arty/airstrikes and that's how the game should be balanced, to support that?
I don't agree with that. Arty/airstrike/UAV should be something you do to secure a win or as a last ditch effort or in serious competitive matches. It should be uncommon - not 24 per match and as expected as DHS for any mech/build.
The payout needs to be higher, I'm on board with that. I'd be fine with consumables getting a commensurate increase in cost as well however. They should be uncommon; 1 match in 5 or even 1 in 10 should be worth dropping arty/airstrike/UAV. Coolshot stay cheap? Sure. It's 1 extra alpha on a hot mech.
Arty/airstrike/UAV? should be a significant financial outlay.
I'm not happy with UAV/Artillery spamming either! But currently, with the game the way it is, it increases your chance to win a match - and if you're trying to win, then you should be doing everything you can to help your team win the match. If you aren't using all the (legal) tools at your disposal, then you're just kinda screwing around. That's fun sometimes, but you don't expect to win when you're using a 9x Flamer Hunchback.
Imagine a situation where the enemy team is clustered up on a hill. Nobody is moving, and they all have ER Large Lasers and AMS - by acting together, they can laser anyone on your team to death as soon as they step out into their range. How do you beat that? Well, you drop Artillery on their heads over and over until they move or the artillery kills them.
Gameplay is balanced around
in-match performance. Out-of-match considerations, like C-Bills,
cannot be used to balance in-game behavior. You cannot simply make an overpowered mech cost more C-Bills, for example, because that doesn't change its behavior at all.
Imagine that you have two players: they are exact twins, using the same mech, and they have exactly the same level of skill. Their chance to beat each other is exactly 50%.
Player 1 has a ton of C-Bills because he only owns one mech and never spends his C-Bills on anything.
Player 2 has no C-Bills at all because he bought all the mechs in the game.
Player 1 can afford to use artillery/UAVs every game, while Player 2 cannot. Does Player 1
deserve to win the game because he has more C-Bills? Most people would argue no. In essence: how you perform in-match should
only use in-match factors. These factors are things like weapon damage and fire rate, ammunition carried, maximum modules carried, etc.
The simplest way to fix this would be to automatically give each team a certain number of Strikes/UAV per match and make them free - they would become purely an in-match consideration. Using the current system, making the consumable modules free would also achieve the same thing, but it wouldn't cut down on the amount of spam.
Basically, people shouldn't be hurting their chances simply because they're too poor to afford a strike every game.
Xtrekker, on 21 October 2014 - 09:42 PM, said:
I'm sure they could come up with new rewards that encourage proper use of consumables.
This is an awesome idea. They already have some minor rewards for UAVs; the rewards for Cool Shot and Artillery/Air Strike are very indirect (they help you do more damage and you get rewards for damage, but nothing specific).
Edited by Xarian, 21 October 2014 - 09:58 PM.