

Why Do 'consumables' Cost Cbills But Ammo Isn't A Consumable?
#1
Posted 17 January 2018 - 09:17 AM
Why is ammo a one off cost?
Under same vein, shouldn't UAVs Strikes and Cooldowns be one off too?
#2
Posted 17 January 2018 - 09:26 AM
More on point, ammo is required for a match (For shooting). Consumables aren't.
#3
Posted 17 January 2018 - 09:27 AM
FuzzyNZ, on 17 January 2018 - 09:17 AM, said:
Why is ammo a one off cost?
Under same vein, shouldn't UAVs Strikes and Cooldowns be one off too?
In ages past, we did have repair and rearm costs... but all that did was punish player that ran equipment other than energy weapons and basic kit (standard engines/structure/armour and SHS). So PGI took it out, and lowered the amount we earn in matches to compensate for that.
#4
Posted 17 January 2018 - 09:33 AM
It's included for them as a 'cost of doing business'...
#5
Posted 17 January 2018 - 09:46 AM
This seems like an odd semantic question to create a thread about.
#6
Posted 17 January 2018 - 09:49 AM
Ammo expenditure adds nothing, was tried and was deemed a failure. You seem to either want to punish ammo users or promote consumable spam. Those are both undesirable.
Edited by Spheroid, 17 January 2018 - 09:50 AM.
#7
Posted 17 January 2018 - 09:59 AM
Spheroid, on 17 January 2018 - 09:49 AM, said:
Ammo expenditure adds nothing, was tried and was deemed a failure. You seem to either want to punish ammo users or promote consumable spam. Those are both undesirable.
That, and I seem to recall that people with little MC were regularly coming to matches with half-busted up 'mechs with little to no ammo because they couldn't afford to completely fix and rearm their 'mechs, but I could be confusing that memory with another game...
#8
Posted 17 January 2018 - 10:14 AM
#11
Posted 17 January 2018 - 10:36 AM
sycocys, on 17 January 2018 - 10:27 AM, said:
At a minimum I think you need to invest at least 10 to maximize the effectiveness of strikes and coolshots, and maybe as much as 12 to get additional strikes and shots.
12 Skill points that require an investment of time and effort to earn, and could subsequently be invested in Firepower, Survivability, or mobility (not to mention jump jets, or sensors, but... got a whole other rant for those).
As our imaginary House Leaders/Jarls/Contract holders will pay for ammo and refit, any non-essential ammo/armor, consumables fall under 'discretionary' usage, and therefore are up to the pilot to cover the cost. You don't HAVE to have a coolshot or strike to complete the 'mission' so the costs of those come out of your end of mission 'pay'.
#12
Posted 17 January 2018 - 11:01 AM
As far as the skill tree goes, everything point you spend should have an offsetting cost on your loadout - the lack of this is why the module system (especially) and the original skill buff system were bad in the first place. They don't serve to create specializations/roles or develop balance, they just created and made huge gaps in the imbalances between players with fully rigged mechs and players with just purchased mechs regardless of elo/PSR ranking.
#13
Posted 17 January 2018 - 11:11 AM
sycocys, on 17 January 2018 - 11:01 AM, said:
As far as the skill tree goes, everything point you spend should have an offsetting cost on your loadout - the lack of this is why the module system (especially) and the original skill buff system were bad in the first place. They don't serve to create specializations/roles or develop balance, they just created and made huge gaps in the imbalances between players with fully rigged mechs and players with just purchased mechs regardless of elo/PSR ranking.
Only the most potato of player would KNOWINGLY stand around with visible 'red smoke' in the vicinity, and only the most potato of groups would spend long enough in a tight cluster to allow multiple strikes hit them.
As far as cool shots, I don't necessarily like the current implementation of them either, and believe that they should represent a crit slot, and be 'purchasable' at preset 'ignition values' (that's kind of how I recall TT rules were).
BUT, as is, it's not game breaking. EVERYONE in the game has the opportunity to load at least one of each at only the basic cost of 40k cbills per, and given that PGI has given us FREE consumables since the skill tree was introduced, even now we should have plenty to least a few night's game play at zero cost.
The skill tree itself allows for CONSIDERABLE specialization. Unfortunately I don't believe it's current iteration allows for "efficient specialization", requiring many unwanted skills be purchased to acquire the few you do (like placing ECM, seismic, and other sorts of skills at the very bottoms of their respective trees).
Be that as it may, it's more interesting to play than it was before, and definitely more thought and planning is required when equipping and skilling up a 'mech.
That's not a bad thing.
Edited by Dimento Graven, 17 January 2018 - 11:12 AM.
#14
Posted 17 January 2018 - 12:00 PM
Edited by Throe, 05 October 2023 - 01:54 PM.
#15
Posted 17 January 2018 - 01:14 PM
and replaced with equipment that actually takes up crits/tonnage
#16
Posted 17 January 2018 - 01:46 PM
FuzzyNZ, on 17 January 2018 - 10:14 AM, said:
sycocys, on 17 January 2018 - 10:27 AM, said:
I really do not get comments like these. Everyone has access to consumables, no exceptions. As such, that is "balanced enough" for me and probably for many others.
Now, if you are instead referring to the new player experience and how new players are disadvantaged, you might have a point. However, the existence of the skill tree puts a monkey wrench on your argument.
#17
Posted 17 January 2018 - 01:49 PM
FuzzyNZ, on 17 January 2018 - 10:14 AM, said:
How many tons and crit slots does a smoke grenade add to a mech?
How many tons does a drone fitted with a camera weigh...like, right now, in 2018?
Cool shots use already-installed mech coolant to flush heat sinks. There is merit to the argument that after using it the cooling efficiency should go down, but it could just as easily be argued that one (or two) uses of this feature is all that the system is capable of before the cooling efficiency is affected, and that's why overall heat efficiency never goes down after using a cool shot.
#18
Posted 17 January 2018 - 02:16 PM
If you are going to charge to use weapons then the next step is charging to repair mechs which will be immediately followed by the destruction of the player base.
Leave it alone.
#19
Posted 17 January 2018 - 02:44 PM
James Argent, on 17 January 2018 - 01:49 PM, said:
How many tons does a drone fitted with a camera weigh...like, right now, in 2018?
Cool shots use already-installed mech coolant to flush heat sinks. There is merit to the argument that after using it the cooling efficiency should go down, but it could just as easily be argued that one (or two) uses of this feature is all that the system is capable of before the cooling efficiency is affected, and that's why overall heat efficiency never goes down after using a cool shot.
So if a 'smoke grenade' which has infinite range weighs next to 0. Why can't we equip an infinite number of these cheap smoke grenades?
Ken Harkin, on 17 January 2018 - 02:16 PM, said:
If you are going to charge to use weapons then the next step is charging to repair mechs which will be immediately followed by the destruction of the player base.
Leave it alone.
I think you do need consumables to compete actually. Same mech, same loadout, one has a coolshot, the other has maxed out armour even... who will win?
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