h0B0, on July 17 2013 - 04:44 AM, said:
caduceus26, on July 16 2013 - 08:23 PM, said:
h0B0, on June 14 2013 - 12:24 PM, said:
Takoera, on June 13 2013 - 11:04 PM, said:
h0B0, on December 16 2012 - 02:02 PM, said:
6. countermeasures: I will not cover countermeasures in this guide since they are currently the source of much criticism and their pricing is ridiculous. I sincerely hope MTR/ADH removes these from the game.
i simply disagree.
I would like to know more please. I am not sure this is an appropriate thread to have such a discussion but i will ask you the same question that was not answered by scapes: I would like to share your understanding of what makes the countermeasures acceptable in their current state. To me they are too expensive and border on P2W and they provide no depth to the game itself.
Countermeasures should be available for those who wish to use them. Personally. I personally hate the EMP and getting hit by one really frosts my yarbles, therefore the Battery Charge countermeasure is just what I need. Besides, it is really hilarious when I get EMP'ed and the Battery Charge starts me back up fast enough to unload on the guy (much to his surprise.).
I'm not sure how countermeasures make the game P2W,
Counter-measures border on P2W because a non paying user needs to play a considerable amount of time to afford basic stull like items, internals, mech etc.. The price of CM are very expensive, you can buy 1-2 at most per match and unless you are godlike playing outside your rating it is almost certain you will use more CMs than you can buy. getting an HC boost significantly increases the amount of CMs one can buy and investing into parts reduces you grind time and therefore increases your possibility of buying CMs.
The problem with CMs is the fact that they require no user input. I agree with you getting EMP sux. So does getting hit with a TOW but how would you feel if i could evade the majority of the damage you deal to me with your guns by ticking a box at the begining of the game_ I have to time, aim and hit my EMP. You have to spend hc. Not very balanced is it_
Furthermore other CMs like overheating and radar one i feel do not help the nub as they shield them from the consequences of their actions. And i do not believe one can learn efffectively if he is partially shielded by the effects of his actions.
I think countermeasures and Internals are being lumped into the same category. As far as I can tell the only countermeasures available are Extinguisher, Battery Charge, and Descrambler -- or am I wrong_
Countermeasures, when purchased, are available across all Mechs you own (internals are not) and only one of them can be used at a time and must be replenished when depleted. The cost is in HC, ranging from 1 use @ 154 HC to 100 uses @ 6408 HC. In addition, the pilot has to remember to check the box for the countermeasure to be in use, and if swapping CMs one must select it and hit the "EQUIP" button.
For instance, I may start off with my Extinguisher and switch to Battery Charge when I get EMP'ed in a game. Then, while I am using the Battery Charger the requirement for better heat management becomes my issue. Also to the point about heat management not teaching new players anything -- the CR-T Recruit's special ability is "weapons coolant" so I'm not sure you make a strong case for that one.
Now for Internals: Some of the items you mentioned earlier fall in the category of Offensive and Defensive internals. I don't know how one could fairly pick on any one item to the exclusion of the others. What about armor, heat resistant armor and reinforced armor to offset the damage of one's good HEAT or TOW aim_ Bear in mind, that each choice of an internal carries a penalty along with it - sometimes very severe - but it is a choice. If a player shouldn't have radar available then the radar scrambler (mostly useless anyway) and the descrambler should go away as well. On that basis then the leveling could be perceived as PTW as well since one can purchase doublers to level up faster.
If the game should be based solely on raw skill (not that that is your point, but it leads in that direction) then all mechs should be "plain vanilla" and the best pilots win - which is usually the case anyway. That sure wouldn't be as much fun and I don't think the game would be very successful. It is more interesting when one can customize to attempt to level the playing field.
All in all, I think this is an issue of choices and limiting them detracts from the game rather than enhancing it (just my opinion).