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Not Even 100K For The Effort?

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#161 El Bandito

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Posted 16 September 2015 - 09:22 AM

View PostNightmare1, on 16 September 2015 - 09:14 AM, said:

Consumables aren't meant to increase your rewards. They are a money sink and part of the free-to-play game model. All they are supposed to do is give you an advantage in battle. Frankly, I always operate under the assumption that I am losing money by using the Consumable rather than earning additional money.

Basically, it comes down to this: How bad do you want to win? Are you willing to pay for an "edge?"


You are telling me something that I already know for a long time. Which is why I ruled out consumables when trying to earn decent C-Bill rewards, and anyone who recommends UAV to earn C-Bills is mistaken.

Edited by El Bandito, 16 September 2015 - 09:24 AM.


#162 bad arcade kitty

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Posted 16 September 2015 - 09:26 AM

to be fair, 10k c-bills cool shots are acceptable

#163 Davers

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Posted 16 September 2015 - 12:00 PM

View PostChristof Romulus, on 16 September 2015 - 08:23 AM, said:

I don't believe you're being entirely fair.

Our trial mechs are the champion versions - unless I am mistaken.

Recently, evrey champion mech was re-vamped into a "Meta" mech by us, the community. So, by that logic, the trial mechs that players get to use do include all the bells and whistles.

But not the Mech Efficiencies or Modules. Which totally changes how a mech runs.

#164 El Bandito

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Posted 16 September 2015 - 03:59 PM

View PostDavers, on 16 September 2015 - 12:00 PM, said:

But not the Mech Efficiencies or Modules. Which totally changes how a mech runs.


Yep, they are basically letting the newbies run gimped mechs to compete. I do not remember League of Legends offered the free champions with -10% movespeed, -5% cooldown, +33% recall duration, -20% turn speed, -20% mana capacity, and -15% mana regeneration.

And to think those newbies will try out CW with their trial mechs for the mechbays... -_-

Edited by El Bandito, 16 September 2015 - 07:07 PM.


#165 bad arcade kitty

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Posted 16 September 2015 - 04:00 PM

View PostEl Bandito, on 16 September 2015 - 03:59 PM, said:


Yep, they are basically letting the newbies run gimped mechs to compete. I do not remember League of Legends offered the free champions with -10% movespeed, -5% cooldown, -33% recall speed, -20% turn speed, -20% mana capacity, and -15% mana regeneration. -_-


well, you should buy runes and rune pages there

#166 El Bandito

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Posted 16 September 2015 - 04:18 PM

View Postbad arcade kitty, on 16 September 2015 - 04:00 PM, said:

well, you should buy runes and rune pages there


Those are much more accessible than mechbays, I assure you. Newcomers will find the 4 free rune pages plenty for the dozen of cheap champions they can buy (who are every bit as competitive as the expensive ones), and the T1 runes are dirt cheap. They won't have to sell any champions due to lack of rune page--unlike MWO.

Edited by El Bandito, 16 September 2015 - 04:22 PM.


#167 IraqiWalker

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Posted 16 September 2015 - 05:47 PM

View PostEl Bandito, on 16 September 2015 - 04:18 PM, said:


Those are much more accessible than mechbays, I assure you. Newcomers will find the 4 free rune pages plenty for the dozen of cheap champions they can buy (who are every bit as competitive as the expensive ones), and the T1 runes are dirt cheap. They won't have to sell any champions due to lack of rune page--unlike MWO.

No they're not.

See, I can actually get the mechs, and put efficiencies on them. You can't do the same with LoL champions, because you don't have access to a full rune page, or a full mastery page. No matter how much money you throw at the game. You have to get to level 30 to have full access to everything.

So no. They're not more accessible. You don't get only half of your basic efficiencies until you finish 50 matches in your mech.

As far as gating goes, LoL has tremendously more gating than MWO.

Which is not necessarily a bad thing. New pilots should never be allowed to jump into CW.

#168 El Bandito

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Posted 16 September 2015 - 06:53 PM

View PostIraqiWalker, on 16 September 2015 - 05:47 PM, said:

No they're not.

See, I can actually get the mechs, and put efficiencies on them. You can't do the same with LoL champions, because you don't have access to a full rune page, or a full mastery page. No matter how much money you throw at the game. You have to get to level 30 to have full access to everything.

So no. They're not more accessible. You don't get only half of your basic efficiencies until you finish 50 matches in your mech.

As far as gating goes, LoL has tremendously more gating than MWO.

Which is not necessarily a bad thing. New pilots should never be allowed to jump into CW.



Yet CW is the only way they can get free mechbays, barring odd events. Do you not see how frustrating it is to deal with only 4 mechbays, meanwhile? It is far more stupid than anything League of Legends has.

Fact is, LoL champions are already there with full efficiencies and the runes are acting as C-Bill sink, like modules. Except there is no limit on how many champions one can get for in game cash without any worry for "champion slots" purchased by real money. I have around 90 champions and I did not have to buy championbay every time I have a new one. Yet I still spent more money on LoL (on cosmetics) than in MWO because the game itself is so good. ($240 vs. $190)

See, F2P games can still earn more money without resorting to ridiculous grind (specifically needing 3 to master 1), and large priced packs, as long as the gameplay is up to par.

Edited by El Bandito, 16 September 2015 - 07:06 PM.


#169 ChewBaka

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Posted 16 September 2015 - 07:07 PM

Erm, so how did I do in this game? Was my payout too low? I actually thought it was alright, but I'm not so sure anymore after seeing this thread.

This game was actually my best performance in a Shadowcat. Its the Prime variant which means it has a 30% bonus to earnings.

Posted Image

#170 El Bandito

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Posted 16 September 2015 - 07:11 PM

View PostCharlie Pohr, on 16 September 2015 - 07:07 PM, said:

Erm, so how did I do in this game? Was my payout too low? I actually thought it was alright, but I'm not so sure anymore after seeing this thread.

This game was actually my best performance in a Shadowcat. Its the Prime variant which means it has a 30% bonus to earnings.

Posted Image


Judging from your badge, i assume you had done it with the Invasion variant of the Scat, which gives additional 30% bonus C-Bills. Without that, your payout would be 204,300 C-Bills. That is still a very good payout, though it relied a lot on Savior Kills--in the current reward system.
Pre-12v12, with such score you would have easily broken 300K.

Edited by El Bandito, 16 September 2015 - 07:11 PM.


#171 Escef

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Posted 16 September 2015 - 08:35 PM

View PostNightmare1, on 16 September 2015 - 09:14 AM, said:

Consumables aren't meant to increase your rewards. They are a money sink and part of the free-to-play game model. All they are supposed to do is give you an advantage in battle. Frankly, I always operate under the assumption that I am losing money by using the Consumable rather than earning additional money. Basically, it comes down to this: How bad do you want to win? Are you willing to pay for an "edge?"


That edge can turn a low-paying loss into a moderately well paying win. They don't always pay for themselves, but they do often enough to at least be worth carrying. Having it does not mean you have to use it, but the option is always nice to have.

#172 Red Shrike

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Posted 16 September 2015 - 10:57 PM

View PostIraqiWalker, on 15 September 2015 - 06:00 PM, said:

Your performance can improve by so much if you apply runes, and masteries efficiently.

I'm thinking my masteries are okay-ish, but my runes? nah, they're a mess. But they cost too much IP for me to overhaul the entire page, let alone build specialized pages. Maybe sometime in the future I'll have enough IP.

View PostEmperorMyrf, on 15 September 2015 - 08:22 PM, said:


My issue is I have poor field position, so I won't address that.
As far as the actual combat, I noticed a few things. Gotta watch your LRMs and be aware of where they're going to go. Just because you can lock on and they're in range doesn't mean they'll connect. Also when engaged up close and your weapons are on cooldown, you've got to take advantage of torso twisting. ~30 damage is a lot more bearable when you've distributed it across all your armor.

Definitely not bad though, there's no mistakes like I see new guys make (for example running out alone into a nest of reds).

Torso twisting is something I keep hearing in the form of shielding. Except the lasers are in the arms and shielding with the arms might just be more harmful than good. I see where you're coming from though. Except I keep forgetting about it. :/

Running headfirst into the enemy is something I quickly stopped doing while playing World of Tanks.

View Postbad arcade kitty, on 15 September 2015 - 08:58 PM, said:

- poor tbr build:

You're the first person to say it up front. And it may be bad, but at least it's my bad.

View Postbad arcade kitty, on 15 September 2015 - 08:58 PM, said:

the proper laser vomit for timber it's 2 lpl 4 ml, not 2 ll 2 ml, the current clan er large lasers are good only for sniping from very far, their burn time is very long

But I don't want to laser vomit. D:
I want to run a slightly modified prime configuration.

View Postbad arcade kitty, on 15 September 2015 - 08:58 PM, said:

2 lrm-20 with only 2 tons of ammo, you lose a ridiculous amount of weight for those which could go to lasers and heat sinks; lrm-20 are bad, use lrm-15 maximum unless your mech heavily quirked for lrm-20 (timber is not), 2 tons of ammo is very little, ditch lrm completely or if you want them for lore reasons use lrm-10 or lrm-15 and more ammo (5+ tons)... but then if you are laser vomit you should be careful with wasting space for lrm, better ditch them

Yes, I want them for lore reasons. Please do tell me why LRM-15s are supposedly better than LRM-20s.
Again with the quirks. What is it with you people and quirks? (curious)

View Postbad arcade kitty, on 15 September 2015 - 08:58 PM, said:

2 puny machineguns which you don't need and which you used very little, for like 1-2 seconds during the whole match right before you were destroyed (you had other opportunities too)

I don't always use them, but when I do, they help me get out of tight spots.

View Postbad arcade kitty, on 15 September 2015 - 08:58 PM, said:

having 1-2 jump jets (tbr-s ct or one of the st) would help

Then I'd lose a hardpoint. For JJs I'd hardly use.

View Postbad arcade kitty, on 15 September 2015 - 08:58 PM, said:

- poor positioning:

most of the time you didn't have a space to peek or even to use lrm, you had to move to the fringe of the murderball (jj could help there too btw), a lot of your lrm hit obstacles, btw it seems you unloaded the whole 2 lrm-20 salvo in the back of a friendly mech on 4:36

Yeah, that was poor judgement on my part. Forgot that as the target gets closer, the missiles follow a flatter trajectory.

View Postbad arcade kitty, on 15 September 2015 - 08:58 PM, said:

- you don't use other vision modes

heat vision would make it much easier for the eyes

There was plenty of light already, heat vision messes with my peripheral vision. And heat vision has a very limited range.

Thanks for taking the time to share your opinion. If need be, I'll make another video.

P.S. I hate the new forest colony.

#173 Ovion

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Posted 17 September 2015 - 02:24 AM

View PostTimberwolf581, on 16 September 2015 - 10:57 PM, said:

Yes, I want them for lore reasons. Please do tell me why LRM-15s are supposedly better than LRM-20s.
Again with the quirks. What is it with you people and quirks? (curious)
Quirks change performance, so working within or around them is good.
You don't have to though, but plenty of people min-max, and keeping an eye on that is good.

LRM and CLRM 5's and 15's are best due to weight vs output.
It's due to the wierd progression in weight for Launchers.

LRM/CLRM 5's are 2 / 1 T, 1 / 1 S
LRM/CLRM 10's are 5 / 2.5 T, 2 / 1 S
LRM/CLRM 15's are 7 / 3.5 T, 3 / 2 S
LRM/CLRM 20's are 10 / 5 T, 5 / 4 S

So for efficiency, LRM5's are the best.
A LRM 10 weighs the same as 2.5 LRM 5's, for the same thing.
A LRM 20 weighs the same as 5 LRM 5's, or 40% more than a 15.

By taking 2 15's over 2 20's, you get an extra 6 / 3 Tons to work with, be it for Ammo, Heatsinks, Artemis or more guns.
Combined with the better spread of 15's you're losing minimal damage output (if any), and gaining far more other benefits.

It also takes up 2 less space in terms of slots.

Now, if like SRM's, it was a linear progression, it wouldn't matter.

#174 bad arcade kitty

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Posted 17 September 2015 - 02:26 AM

View PostOvion, on 17 September 2015 - 02:24 AM, said:

LRM and CLRM 5's and 15's are best due to weight vs output.


don't forget their lower damage spread

#175 Ovion

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Posted 17 September 2015 - 02:36 AM

I didn't.

#176 Red Shrike

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Posted 17 September 2015 - 02:44 AM

View PostOvion, on 17 September 2015 - 02:24 AM, said:

Quirks change performance, so working within or around them is good.
You don't have to though, but plenty of people min-max, and keeping an eye on that is good.

LRM and CLRM 5's and 15's are best due to weight vs output.
It's due to the wierd progression in weight for Launchers.

LRM/CLRM 5's are 2 / 1 T, 1 / 1 S
LRM/CLRM 10's are 5 / 2.5 T, 2 / 1 S
LRM/CLRM 15's are 7 / 3.5 T, 3 / 2 S
LRM/CLRM 20's are 10 / 5 T, 5 / 4 S

So for efficiency, LRM5's are the best.
A LRM 10 weighs the same as 2.5 LRM 5's, for the same thing.
A LRM 20 weighs the same as 5 LRM 5's, or 40% more than a 15.

By taking 2 15's over 2 20's, you get an extra 6 / 3 Tons to work with, be it for Ammo, Heatsinks, Artemis or more guns.
Combined with the better spread of 15's you're losing minimal damage output (if any), and gaining far more other benefits.

It also takes up 2 less space in terms of slots.

Now, if like SRM's, it was a linear progression, it wouldn't matter.

Hmmm.

I could certainly use some more heatsinks.

#177 Nightmare1

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Posted 17 September 2015 - 10:24 AM

View PostEscef, on 16 September 2015 - 08:35 PM, said:


That edge can turn a low-paying loss into a moderately well paying win. They don't always pay for themselves, but they do often enough to at least be worth carrying. Having it does not mean you have to use it, but the option is always nice to have.


Exactly!





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