Posted 15 July 2018 - 06:36 AM

We all know coolshots are a massive tool for high alpha builds, and anything that needs allot of heat in general, allowing them to pump out WAY more damage than they should. So, how do we fix it?Well, A. We remove coolshots, i know, i like them too, but honestly they make allot of my builds effective when they shouldn't be. For example, on my pulse kodiak with 8 medium pulse and 1 large pulse, because of coolshots, i can hit for 61, pinpoint one location, in 1 second, with no overheat risk or ammo consumption, and i can do it again about 2 seconds later. That,s a dead atlas, bang, done. Why? coolshot.SO! instead, we add in this lil bad boy http://www.sarna.net/wiki/Coolant_Pod Weighs a ton, takes a slot (which doesnt sound like much, but will matter in those high alpha builds. The weight and slot has to come from something.).Instead of reducing your heat by 14 points for one second (thats the equivelent of having 93 extra double heat sinks....not okay.) Thiss will double the effectiveness of single heat sinks by double(or a percentage), and double heat sinks by half(again, or a percentage), for x seconds (to be decided by the balance team). It will also be an equipment, so would either take an extra button, or, take up a weapon group. Meaning your coolant pod is really only as effective as your coolant system is. As an extra disadvantage, it blows up when struck, just like a gauss rifle would. (Id suggest even after use, as it is a powerful tool, but it could be treated like ammo and only explode if unused, again to be decided by the balance team). It would also have a limit to being used one at a time. (they are capable of doing this, gauss has a firing limit).So for example again in my wubiak, instead of being able to vent 14 points of heat in one second, with no sacrifice to tonnage or slots. With a coolant pod A. i would have to change my build, (sadface) and B. as it stands it would vent 5.85 points of heat over a duration. That is a massive, massive difference to my potential damage output, and a needed one, because destroying an assault mech in two shots is really not alright.If anything, consumables in their entirety (along with their skill tree section) should just be removed outright. Air and arti strikes a filling a niche of area denial that lrms should be capable of through low cooldowns and massive spreads, hitting multiple enemies clustered together.They are also devestating against lighter mechs, trying to weave in and out of combat often getting hit by allied arti strikes.Coolshot reasoning is mentioned above. With it could also come, in all likely hood a removal of ghost heat in its entirety. Without something to bring your heat down quickly, you'll see a hell of allot more people stagger firing their weapons....or ending up dead from being a sitting duck.UAVS could stay, but instead of being a cost, be a baseline one shot use item equipped on every mech. OR! again, like coolant pods, be an equipment, but requiring ammo.But aside from all of these factors, consumables are a P2W system. I have a friend who doesn't want to use more than one consumable on his mech because it would cost him 80k a match to play it. Which makes the grind worse, which...if im not mistaken, the skill tree and cbill grind is complained about ALLOT.

Edited by XkrX Dragoon, 27 July 2018 - 08:26 AM.