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Gxp Is A Stupid Unnecessary Double Grind Wall.


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#21 Water Bear

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Posted 05 January 2015 - 02:03 PM

View PostThat Dawg, on 05 January 2015 - 01:55 PM, said:



1. no. hellno. those modules dont make an uber player. I have...lord..A LOT OF THEM and I wind up leaving them on other mechs, in the inventory. ALWAYS ALWAYS amazed when I have an insane good game, and realize cause I clicked "strip mech" trying a new build, I ran that game with NO modules! Equally, when I have a crap, get rolled do 15 damage game (yes, those happen, not as much as before, but I go full stupid occasionally) I immediately go to see what modules I clearly had to leave out...and...ooops...theres siesmic, radar dep, ERLL range, TC compIII (or command module..what a pos that is)

2 uhm....you should hear the complaints about Battle over Stalingrad...makes this game seem like they give crap away..oh wait

3 takes even longer to get a kingcrab or almost any clan heavy..you know what one of my crazy ATM's is? Kintaro! Cicada! And I can't believe my numero uno killer, I'm talking dozens of battles and STILL maintains nearly a 3 to 1 kill to death ratio...the lowly Stalker..no modules, four lasers and a butt ton of DHS's...7,412,420 is the cost, and 4-5 nights (I have a real life, kids, job, wimmin) and its got the DHS's and most of the thing grinded out. Its not that big a deal, I bet I could stomp if I played 4 hours a night.

4 yeah, this game has problems, but mainly with matchmaker, NOT the current module system. Those are for the real uber tards who have millions of xp sitting in a particular mech and equal sum of cbills...looooooosers who should be OUT instead of playing this absurdly stupid game.
Please ignore my Richer than Blake (1 percenter badge) and those other stupid badges...I have NO idea how I got them.


I hear that. I got top 5 in a competition way back before I used modules other than the coolant pod (I refused to use arty / air strike for damage bonuses). OMG modules so necessary.

#22 Dispater

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Posted 05 January 2015 - 02:04 PM

As someone newish, GXP is not an issue compared to c-bill gain.

My GXP gains are simply outstripping my money gains. By the time I have unlocked the 2nd module slot on a mech and 2 modules, I do not even have the money to buy my first module.

#23 hybrid black

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Posted 05 January 2015 - 02:07 PM

View PostScrotacus 42, on 05 January 2015 - 12:59 PM, said:

And it kills the enthusiasm of new players so fast its not funny. All modules need to have their prices cut in half and their gxp requirements cut in half or removed entirely. This game is the grindiest game currently on the market and it isn't particularly close. Id post it in suggestion forum but nobody ever reads that. Tell me Im wrong till you are blue in the face but it won't change the fact I'm right. I'm not trolling either. Someone posted a thread a while back about how long It takes in real life hours to elite out an Atlas......it was a long damn time and then on top of that your gonna put modules behind some arbitrary double grind wall? I mean Im not a new player, I'm just voicing the problems here of a few friends and new players that I know and have tried to help. Its a problem. Thanks and flame away.


im guessing you never played WoT or you wouldn't not say this is the "grindiest" game ever

#24 Kyrie

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Posted 05 January 2015 - 02:11 PM

Weapon mods stacking on quirks make them pretty important in "serious" play. That extra 10% cool down matters. Absent quirks there is little point to worrying about a simple 10% boost. Stacking 10% to a quirk of 15% and now we are going somewhere.

I pug without consumables to increase my earnings per hour. As far as I am aware, one does not recover the cost of the consumables in the game -- i.e., one arty or air strike doing damage directly does not pay for itself in terms of c-bill rewards. In theory the model seems to be: grind pug queue for income to be spent in serious play in CW, once that is actually fixed and is meaningful. Using one cool-shot to kill one mech also seems to be a loss in terms of net earnings per hour.

The income from a loss in a pug will easily pay for 1-2 consumables in a "serious" match. With a win you can pay for multiple "serious" matches.

While I accept the premise that the grind factor is "high", it is still fairly legitimate IMHO. I will confess to converting the stored XP in my mastered founders mechs to unlock the skill trees, though. ;-)

Edited by Kyrie, 05 January 2015 - 02:12 PM.






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