#2101
Posted 04 March 2013 - 05:14 PM
#2102
Posted 04 March 2013 - 05:14 PM
Padic, on 04 March 2013 - 05:09 PM, said:
I think this is the important part. In the proposed implementation, it won't even last a single fight, so why even have it? Even compared with the current line up of modules, coolant seems like an especially bad one to me.
So ... what's the big deal?
It would allow me to instantly gain an advantage over an enemy. They said they wanted heat to be something mechs had to constantly balance, but the fact that their is a way to get around it defeats the purpose of the heat system in general, even if it is mostly paid only. It takes up module slots which PGI always said was their end game...so now their is a workaround (and a more effective one at that) for their end-game content that formerly couldn't be paid for.
#2103
Posted 04 March 2013 - 05:14 PM
WerewolfX, on 04 March 2013 - 04:52 PM, said:
The people one-shotting you don't typically use gold rounds. You either got ammo-racked a lot(which can happen here as well) or you got derp gunned. Every faction has derp guns available to them from tiers three(or four) and up. KVs and PanzerIVs are probably the most notorious derp gunnin' tanks in the game. Or artillery, or inherent player skill or any number of other things that can one-shot you at almost any tier in WoT >_>
You simply didn't understand what was happening and blamed gold rounds for your incompetence...as most people who cry about WoT being pay-to-win do.
To clarify: "derp guns" are large caliber guns, like howitzers or the like. Some low-tier vehicles can equip massive guns that fire...basically high explosive artillery rounds(that tend to cost a lot of credits per shot) that happen to do massive damage. You can one-shot a lot of people with those guns, so it's a very popular "cheese" kind of playstyle. So essentially, whining that some KV or PZIV who derp'd you to death is using gold rounds is like crying that splatcats paid for their SRM6 ammo. It just isn't true.
Edited by Beeman, 04 March 2013 - 05:17 PM.
#2104
Posted 04 March 2013 - 05:14 PM
Edited by Z0MBIE Y0SHI, 04 March 2013 - 05:14 PM.
#2105
Posted 04 March 2013 - 05:14 PM
Oni Ralas, on 04 March 2013 - 05:08 PM, said:
The fact that I can get all these new toys without spending any MC is fine. If I want one right now, then I must open my wallet...like every_single_other_convenience_on_the_planet.
Global cooldown? unlikely at most it will probably only allow one to fire at a time (ie call of duty air killstreaks) and again the chance of them requiring a comand console is even lower.
#2106
Posted 04 March 2013 - 05:14 PM
XIRUSPHERE, on 04 March 2013 - 05:10 PM, said:
You are aware that Air and Artillery Strikes have been part of BT and more importantly every Mechwarrioor game so far? And in my book the consumable solution is better than making them an item like NARC that you buy once put in your mech and then just have to restock ammo to keep using it match after match.
#2107
Posted 04 March 2013 - 05:14 PM
Rashhaverak, on 04 March 2013 - 05:04 PM, said:
CB Coolant Flush Tier 1 = 15% cooling of TOTAL heat on your Mech.
CB Coolant Flush Tier 2 = 20% cooling of TOTAL heat on your Mech.
TOTAL cooling of your Mech is 35%.
MC Coolant Flush = 35% cooling of TOTAL heat on your Mech.
You know that more heat sinks means a higher heat capacity right? So 35% on a mech with more heatsinks is going to mean a heck of a lot more heat flushed.
#2108
Posted 04 March 2013 - 05:14 PM
verybad, on 04 March 2013 - 05:11 PM, said:
Sorry, but that's hardly a big deal, it's somethign that would only be used in an emergency, and even then it's simply not that big a deal.
People crying about it are really not looking at the overal value. I doubt I would use it, I overheat sometimes, but not often enough to need the coolant.
Just not a big deal having looked at what their version will actualy do.
Actually it's at least 35% (more with more HSs) and with the option to use it twice (if you have Tier 1 and 2 installed).
#2109
Posted 04 March 2013 - 05:14 PM
As it is, you pay for one extra module slot end-game.
#2111
Posted 04 March 2013 - 05:14 PM
#2112
Posted 04 March 2013 - 05:15 PM
#2113
Posted 04 March 2013 - 05:15 PM
Drop the three-tier consumable thing completely. Have one tier, at the level of the MC one, but with this change: the MC one is one use per match, but lasts forever, while the c-bill version gets used up and has to be re-purchased.
That is all. Then they are equal in-game in every way, you are just 'paying for convenience' with the MC version, as you just buy it once instead of every match.
Now it is worth noting, and loling, that this is basically just bringing back repair & reload into the game. I didn't mind it to begin with, so I don't mind here either, but its pretty funny if you think about it. Oh, and I also am not sold on the Dev's stated plan being truly P2W... but it is definitely starting down that slope.
#2114
Posted 04 March 2013 - 05:15 PM
#2115
Posted 04 March 2013 - 05:15 PM
#2117
Posted 04 March 2013 - 05:15 PM
I'm genuinely concerned but I hope PGI understands they can't abandon the majority of their playerbase with such a ridiculous imbalance.
It would be far more acceptable if all coolant flushes were available for both currency types, or even better if coolant flush didn't exist imo.
PanchoTortilla, on 04 March 2013 - 05:15 PM, said:
This is a sarcastic post, right?
Edited by Volume, 04 March 2013 - 05:18 PM.
#2118
Posted 04 March 2013 - 05:15 PM

You were saying?
#2119
Posted 04 March 2013 - 05:16 PM
#2120
Posted 04 March 2013 - 05:16 PM
My questions to PGI:
- Why even make cbills and MC items different?
- What is the plan for dealing with exisitng item imbalance (IE AMS sucks, ECM too powerful, BAP sucks)
- Do you have plans to balance chassis/variants (Stalker N for instance with less HP)
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