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Should Qp Allow More Than One Aux Shot?


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#1 JC Daxion

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Posted 06 July 2017 - 10:40 PM

After someone was telling me about my Match scores being under 240.. i started using them for the heck of it... I easily boosted them.. average at least 100+ often 500+


So i wonder is QP a place we shouldnt be able to use them?

#2 chucklesMuch

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Posted 06 July 2017 - 10:53 PM

I'd prefer it if they were limited to 1 of each, giving up to a total of 3 max per QP...

#3 Zergling

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Posted 06 July 2017 - 11:30 PM

TBH, consumables should just be removed from the game altogether.

Or make people pay in tonnage and slots for them, instead of cbills.

#4 JC Daxion

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Posted 06 July 2017 - 11:41 PM

View PostZergling, on 06 July 2017 - 11:30 PM, said:

TBH, consumables should just be removed from the game altogether.

Or make people pay in tonnage and slots for them, instead of cbills.



honestly i have no issue with them in Comp or FW,,, group.. i dunno,, Solo.. to many people are grinding and it makes folks with not much cash really at a disadvantage...


as i said.. I never used them till the other day some guy was talking about his match score. and he used them. So i started loading up my mechs.. and all of a sudden instead of a 240-250 average.. i was up near 400-500

#5 El Bandito

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Posted 07 July 2017 - 12:08 AM

I use 3-4 consumables per match. Downside is that I sometimes lose out C-Bills even when I win the match (spending 160,000 C-Bills per match is no joke). Upside is that my QP leaderboard stats had improved considerably, compared to previous seasons.

#6 Shifty McSwift

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Posted 07 July 2017 - 12:15 AM

View PostZergling, on 06 July 2017 - 11:30 PM, said:

TBH, consumables should just be removed from the game altogether.

Or make people pay in tonnage and slots for them, instead of cbills.


I think that, or/and revert them to the 10k cost consumables, with the effects of the 10k cost consumables, and make the upgrade tree expand to allow more uses of them for more nodes. The idea of 4 or even 5x coolshot 9 with the same cooldown between use is far less concerning than 2x coolshot 18.

I am definitely of the mindset that airstrikes should probably be in a weapon form (laser to call in airstrikes, or a missile/ballistic weapon that fires the smoke cannisters. And also that seismic sensors should take up tonnage and space too instead of being in the skill tree.

The notion of consumables isn't hugely game breaking alone, but when you get in to the capabilities of those consumables, it definitely becomes an argument.

#7 Y E O N N E

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Posted 07 July 2017 - 12:16 AM

Yeah...two Coolshots is beyond ridiculous, especially since they aren't even just 9+6 anymore; it's 20.7 x 2. Take your vomit, fire twice, cool-shot, fire again, coolshot, fire again. Congratulations, you have now spit out between 208 and 264 damage in the space of 16 seconds, a greater amount than a lot of people will, sadly, deal over the entire match. You can kill one or two 'Mechs in that amount, three if they are especially squishy.

#8 Shifty McSwift

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Posted 07 July 2017 - 12:16 AM

I did actually predict the consumables tree would cause issues with how cheap it is to unlock, and how much you lose out on by not unlocking them, even though they are expensive to use.

#9 PhoenixFire55

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Posted 07 July 2017 - 12:20 AM

If you ask me there should be no consumables in the first place. Cool shots and UAVs shoud take tonnage and slots. Arty should be powerful but tied to a command console and 1-2 uses per match for the entire team.

#10 Shifty McSwift

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Posted 07 July 2017 - 12:20 AM

View PostYeonne Greene, on 07 July 2017 - 12:16 AM, said:

Yeah...two Coolshots is beyond ridiculous, especially since they aren't even just 9+6 anymore; it's 20.7 x 2. Take your vomit, fire twice, cool-shot, fire again, coolshot, fire again. Congratulations, you have now spit out between 208 and 264 damage in the space of 16 seconds, a greater amount than a lot of people will, sadly, deal over the entire match. You can kill one or two 'Mechs in that amount, three if they are especially squishy.


I usually feel pretty bad for my first target or two in game, as they will usually be receiving much faster/higher damage burst than anyone else in the game due to coolshot. I spam them constantly, and yes they are too damn high.

But, that said, spamming 2 in a row, can't be done any more, the cooldown between usage is some 10 seconds, but the effect of one still allows for some excessively crazy damage to be fired.

#11 Y E O N N E

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Posted 07 July 2017 - 12:25 AM

View PostShifty McSwift, on 07 July 2017 - 12:20 AM, said:


I usually feel pretty bad for my first target or two in game, as they will usually be receiving much faster/higher damage burst than anyone else in the game due to coolshot. I spam them constantly, and yes they are too damn high.

But, that said, spamming 2 in a row, can't be done any more, the cooldown between usage is some 10 seconds, but the effect of one still allows for some excessively crazy damage to be fired.


Okay, so it's 30 seconds, but it's still a ridiculous amount of cyclic DPS for such a huge laser volley.

#12 Shifty McSwift

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Posted 07 July 2017 - 12:32 AM

View PostYeonne Greene, on 07 July 2017 - 12:25 AM, said:


Okay, so it's 30 seconds, but it's still a ridiculous amount of cyclic DPS for such a huge laser volley.


Yep it gives me either; a third set of volleys of 10xMPL and UAC20 immediately after cds, or allows me to panic fire all of those at the same time twice (at a cost of damage)... Pretty insane.

Edited by Shifty McSwift, 07 July 2017 - 12:32 AM.


#13 A Shoddy Rental Mech

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Posted 07 July 2017 - 12:50 AM

Skill tree was supposed to increase TTK.
Skill tree increases number of consumables available.

PGI logic.

c-bill sink>TTK

I've watched certain well known high skill twitch streamers running 2 airstrikes.
If your not running 2 airstrikes, you're playing the game wrong.
2 airstrikes is the new meta.

#14 JC Daxion

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Posted 07 July 2017 - 12:52 AM

View PostPhoenixFire55, on 07 July 2017 - 12:20 AM, said:

If you ask me there should be no consumables in the first place. Cool shots and UAVs shoud take tonnage and slots. Arty should be powerful but tied to a command console and 1-2 uses per match for the entire team.



I would not be against them taking tonnage.. .25 or .50 each?

BTW,, i just got DC from a match.. dropped 2 strikes.. an air and a art.. got 650 damage

#15 Morderian

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Posted 07 July 2017 - 01:01 AM

personally i would just limit them in the most cases, UAV in my opinion is fine but you really should only be allowed to carry 1 Strike, coolshots on the other hand need some realy harsh adjustments as they are too powerfull and kick out the idea of managing yout heat for the first 2-3 Alpha strikes which is a lot of damage to the CT of a single enemy

#16 Savage Wolf

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Posted 07 July 2017 - 01:01 AM

The important thing is that they should be free.

Also balanced... which is probably what you are talking about.

Anyway consumables should be free so they aren't the domain of the c-bills whales.

But yeah, also balance them.

#17 Champion of Khorne Lord of Blood

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Posted 07 July 2017 - 01:04 AM

I still don't use consumables outside of events that tell me to use a consumable for some reward. I don't really have much issue with putting out good scores on average.


Thinking about it though, it would make my KDR on my favorites go from being worth a lance to at least half a team. Could have coolshots so that I could just not worry about heat management, or I could pack in some arty with all the spread and damage nodes and rip the armor off a whole enemy team if they are clustered up from any range I want. Seems pretty overpowered to be honest, there's no cost on your mech to put that on aside from Cbills, and many players aren't willing to spend money on consumables all the time and many are too poor to. Its basically repair and rearm without the repair. At least rocket launchers take up space, generate heat, and have a weight.

#18 justcallme A S H

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Posted 07 July 2017 - 01:08 AM

Cant limit something from the mechbay in the actual game mode or people are going to have to change mechs around before drops/modes etc.

Allowing 5 was just plain dumb from the outset.

Edited by justcallme A S H, 07 July 2017 - 01:09 AM.


#19 Baba Yogi

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Posted 07 July 2017 - 01:14 AM

Consumables as an idea has no place in a Mech Warrior game. This is not an arcade beat 'em up type game instead one that its devs were "proud" to say its more like a simulation. Not to mention at current state, consumables are mandatory because of how huge are the benefits they give. Airstrikes destroy the armor of whatever they attack if you get caught in it(which you do unless u have a mech that goes 100+ with high acceleration stat) and it does that with a single click, its damage is beyond OP imo and you can get hit by multiple airstrikes/artilleries with ease in quick succession, uav is the only way to gather proper information about the enemy, it literally turns the game around if ignored(which happens quite alot in soloq), and cool shot get you from near max heat to 40%ish with single use which makes tactical decisions based on enemy heat pointless. In my opinion this mechanic has been nothing but a crotch for PGI, an excuse, for cbill sinks, for creating "proper" information warfare. They should be removed from the game completely. This comes from a guy who grudgingly using them because if i dont, im on a severe disadvantage in this game.

Edited by Lordhammer, 07 July 2017 - 01:24 AM.


#20 PhoenixFire55

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Posted 07 July 2017 - 01:17 AM

View PostJC Daxion, on 07 July 2017 - 12:52 AM, said:

I would not be against them taking tonnage.. .25 or .50 each?


Considering the current potential damage output incrase due to strikes I'd say 1t at least, maybe even 2t per coolshot.

View PostJC Daxion, on 07 July 2017 - 12:52 AM, said:

BTW,, i just got DC from a match.. dropped 2 strikes.. an air and a art.. got 650 damage


The effectivness of strikes greatly depends on the potatoeness of the enemey. Also on the state of mechs you are dropping them on. A Dire with both STs on red structure can easily net 400-500 damage from one strike.





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