Should Qp Allow More Than One Aux Shot?
#1
Posted 06 July 2017 - 10:40 PM
So i wonder is QP a place we shouldnt be able to use them?
#2
Posted 06 July 2017 - 10:53 PM
#3
Posted 06 July 2017 - 11:30 PM
Or make people pay in tonnage and slots for them, instead of cbills.
#4
Posted 06 July 2017 - 11:41 PM
Zergling, on 06 July 2017 - 11:30 PM, said:
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
Posted 07 July 2017 - 12:08 AM
#6
Posted 07 July 2017 - 12:15 AM
Zergling, on 06 July 2017 - 11:30 PM, said:
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
Posted 07 July 2017 - 12:16 AM
#8
Posted 07 July 2017 - 12:16 AM
#9
Posted 07 July 2017 - 12:20 AM
#10
Posted 07 July 2017 - 12:20 AM
Yeonne Greene, on 07 July 2017 - 12:16 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.
#11
Posted 07 July 2017 - 12:25 AM
Shifty 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
Posted 07 July 2017 - 12:32 AM
Yeonne 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
Posted 07 July 2017 - 12:50 AM
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
Posted 07 July 2017 - 12:52 AM
PhoenixFire55, on 07 July 2017 - 12:20 AM, said:
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
Posted 07 July 2017 - 01:01 AM
#16
Posted 07 July 2017 - 01:01 AM
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
Posted 07 July 2017 - 01:04 AM
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
Posted 07 July 2017 - 01:08 AM
Allowing 5 was just plain dumb from the outset.
Edited by justcallme A S H, 07 July 2017 - 01:09 AM.
#19
Posted 07 July 2017 - 01:14 AM
Edited by Lordhammer, 07 July 2017 - 01:24 AM.
#20
Posted 07 July 2017 - 01:17 AM
JC Daxion, on 07 July 2017 - 12:52 AM, said:
Considering the current potential damage output incrase due to strikes I'd say 1t at least, maybe even 2t per coolshot.
JC Daxion, on 07 July 2017 - 12:52 AM, said:
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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