About Cobalt Loadouts


(Peravel) #1

Dear Splash Damage,

As things currently are, you have to pay 7500 Rads for a 33,33% chance to get your desired Cobalt loadout. That’s 22.500 Rads for your desired loadout card, which is 75€ or $. Plus you have to collect 60.000 fragments.

Alternatively you can craft a Cobalt card for 50k credits and 20k fragments for a 1/9 chance to get the loadout you want. In other words you’d need 450k credits and 180k fragments for your desired loadout card.

… If you’re content with any skin that is. If you have a favourite skin, then you’d have to double the cost for your desired Cobalt layout since there are two possible skins available and the chance for getting the right one would be 50%.

That’s just too much. Nobody can afford this.

Please SD, if you don’t release a trade-up system soon then cut the crafting cost to at least 25% or so. That would already be plenty expensive. I can’t afford to pay 150€ and farm fragments for hundreds of hours for a statistical chance to get the skin I’d like. Stop this nonsense now.


(Press E) #2

Everything in DB is overpriced tbh, not just cobalts.
I can see why SD wants cobalts to be so expensive, keep the rarity high and give high level players something to grind for or whatever, and honestly I like having cobalts as a rare goal. But I do agree, it’s just too much.

Making cobalts cost 75% less is a bit much, but I wouldn’t mind it if crafting week prices became the standard. It’s still not a small amount of money, but at least it’s less daunting.

Also your right, picking loadout weapons is terrible, and it’s something I’ve been complaining about for a while. It’s really just not worth it at all. The only time it is, is on mercs with very different weapons, like aura with two shotguns and an SMG, but even then the price is just too much. Would be best to half the price to keep it in line with some of the other rad-exclusive items, and allow players to pick a specific card


(Sorotia) #3

HA

Can cost you a WHOLE lot more than that to get what you want…there are no guarantees at all you’ll get what you want after so many rolls.


(HadronZodiac) #4

Honestly if cobalts used 10k fragments, and

bronze = 1.5k credits
silver = 4k credits
gold = 15k credits
Cobalt = 30k credits

Id be fine


(Teflon Love) #5

As @Sorotia already pointed out your math is off. 3 attempts at 1/3 chance give you a 70% chance (1 - (1 - 1/3) ^ 3) and 9 attempts at 1/9 chance 65% (1 - (1 - 1/9) ^ 9) to get what you want.


(Gire) #6

I loved the merging lower rarity cards to 1 higher because now you really dont see Silver or Gold cards because its just smart to save the credits and fragments straight to Cobalt


(AlbinMatt) #7

I doubt they’ll ever allow it, but it would be nice to have Silver and above cards legal for trading in the market. That would make the exhorbitant cost of a spankin blue card kind of almost worth it.


(HadronZodiac) #8

The main thing is the risk

No one cares about crafting bronzes, cheap and multiple chances on what u want

Crafting a cobalt if u do it, is u get what u get, if it sucks, welp

Which is why i think they should also allow u to reroll the loadout for half the forging price


(Peravel) #9

Thank you for all of your comments! Teflonlove is absolutely right. For an attempt to craft a loadout card the chances are as he said. All the more reason to finally lower the cost!

As HadronZodiac proposed, cutting the cost somewhat would be a fine choice. But I think additional mechanics should be implemented to prevent RNG from bullying anyone too hard. As things currently are, you can exchange cobalts you already own for fragments in order to craft new cards. That doesn’t get rid of the bitter aftertaste of an unwanted cobalt card though. That’s why:

-They should be tradeable on Steam, as many already asked for. That would encourage players to craft more cards and motivate them to play more because their crafting would result in less frustration. Plus, trading itself is pretty fun anyway. The more things to trade, the better!

-One should be able to re-roll a loadout card for lower cost than what you’d have to pay after recycling it and crafting a new one afterwards, with a slightly reduced cost every time you re-roll it up to a certain threshold.