On The Credit Booster


(Ardez1) #1

With the double experience and credits weekend I decided to test out the credit boosts and see if it was at all worth it. Surely with 4x credit rewards it would be!

So to begin I recorded my current credits before I made the purchase, which was 102,176. I then bought the 18 Hour credit booster for 7.99. I wanted to take the most advantage of this weekend and hopefully get a good idea if this purchase was smarter then just paying $2 more for a merc.

An 18 Hour credit booster is worth 40,000 credits if we convert at the same ratio that Mercs go for.

I played a mix of casual Objective and Stopwatch, usually playing as Nader.

18 In Game hours later I was up to 199,301 Credits.

So in total I gained 97,125. Definitely a good number. I can almost buy two 50k mercs with that. But how much of that was the booster?

First reaction is to cut that number in half and say 48,563(rounded up). This would mean that the booster almost got me 10$ worth of credits. The flaw with that reaction is that it doesn’t include missions. I completed quite a few missions, actually 12,000 credits worth of them. That original number of credits earned drops to 85,125 with 42563 from the booster. Well, it made a slight profit at this point.

This is where the huge flaws with the credit boost system come to light in my mind. This was a DOUBLE credit weekend. I was earning 4x credits. If this wasn’t, I would have actually earned 21,281 credits from that boosts. That comes to a net loss of $3.74!

Without a double credit weekend, the boosters are actually a bad choice and simply buying the mercs/loadouts outright is the best option if you intend to spend money.

Please fix the credit booster system to actually be worth it. Even with it only tracking in game time is it a waste.


(Daergar) #2

Yup. Wrote a short post on this the day boosters were released.

12 credits per minute of gameplay. 12 credits times 60 minutes times six hours equals 4320. 12960 for 18 hours.

And I am not convinced that the boosters do not drain during warmup and post-match screens for a total of one minute per match. Which is not a lot, but two sw matches per hour, or four objective rounds, and it simply becomes annoying. Assumption.

Whoever did the math on the boosters must have realized that relative to merc prices it is a pure scam. It’s not even close to equal value in any realm.


(Ghosthree3) #3

League of Legends all over again.


(Nail) #4

don’t buy them, it’s that easy, buy beer instead


(giftedStatue) #5

Boosters should give more credits for your money than buying outright, because you still have to work for it instead of having what you want instantly available


(Bangtastic) #6

buying the mercs is more cost efficient. 8 Euro/bucks spent + you need to play 18 hours non stop. 10 bucks cost a merc, so you don’t need to play at all. So the additional 2 euros/bucks are worth 18 hours of play. The relations are quite odd.

In addition credit booster must be cheaper because you still need to invest your time. I mean either I play 18 hours with boosters or I play ~28 hours (derived from my personal stats) without boosters to buy a merc (worth 50k). Then I probably go for the latter. And no you you don’t need double the time without booster because you get extra credits while doing missions (not affected by booster).

Or the 8 euro booster is right from the start 4x, without cumulating double weekend multiplicators.


(elegantRoyalty) #7

no comment ont he value of boosters, but you assume you were getting multiplicative bonus’s i doubt thats the case i would think they were additive in that case you were earning 300% not 400%


(Daergar) #8

During the double weekend, we did indeed gain x4 the regular rate while using a booster. It was even pointed out by Nexon. Barely worth it even so.


(Ardez1) #9

I specifically asked @MissMurder and she confirmed it was 4x with the credit booster.


(Eddie) #10

Still better than buying 26 elite cases and getting all silvers :stuck_out_tongue_winking_eye:


(scarfino) #11

MATH!