Why would anyone buy Credit Boosters ?


(jazevec) #1

A new merc costs $10 (or 10 EUR). That’s 30k or 50k in credits.
The biggest credit booster is 18 hours for $8.

Credit gain rate for a decent player seems to be about 150/match. Matches last about 20 minutes, especially on current defense-biased maps with clueless, uncoordinated teammates. Defense can just play TDM and do fine.

So, about 150/match.
That’s about 450/hour.
18 hours of gameplay: 18 * 150 = about 8100 credits. That’s the base number to be doubled.

So, for $8 you are getting about 8100 credits ? You can have a merc for $10, that’s equivalent of 30,000 or 50,000 credits.

So which do you prefer ? Buying merc/starter packs outright, or credit boosters ?

Speaking of starter packs, I would get one if I could select the mercs myself. I’m not thrilled to get 5 mercs everyone has been playing for 2 years. I may think Sawbonez sounds like he has a huge ego, bigger than Fletcher’s. If starter packs weren’t fixed, players could take advantage of the sheer number of mercs available in this game and customize. Stand out from the crowd.


(ToonBE) #2

I just buy a merc if I want one


(PinkFrog) #3

Yep. The prize for those is too high. I just doesn’t make sense to buy them.


(Mustang) #4

That is exactly what he’s saying, why would anyone buy the boosters then, and if no-one would buy them what’s the point of having them.

Either make them worth buying or don’t have them.


(ToonBE) #5

[QUOTE=Mustang;530182]That is exactly what he’s saying, why would anyone buy the boosters then, and if no-one would buy them what’s the point of having them.

Either make them worth buying or don’t have them.[/QUOTE]

Well, If skins were seperated from load out cards I would buy a booster to get more credits so I can purchase cases which contain merc or weapon skins. But since that does not exist… yeah boosters are kind of useless atm.

I just thought the comparison was a bit off. Boosters can be usefull, just not for buying mercs.


(jazevec) #6

Maybe the point is to exploit people who are bad at math. Isn’t that unethical ? Or am I just old-fashioned ?


(Rémy Cabresin) #7

Are the boosts based on time after activating or actual playtime? If it’s actual playtime the boosts might be worth it if you’re farming credits to buy the bronze loadout cards for mercs(to avoid the RNG case bs and get the best cards that way). Depends heavily on that first question tho, since you can also just steam money buy the cards for 3.49 and the boosts are 2.99 (€),


(PinkFrog) #8

They track actual game time. So, that’s something.
But still: i would expect that the boosts are a (way) cheaper real-money to credits ratio because you have to “work” for it.


(NeroKirbus) #9

it’s from actual game play time. For the past week i have exhausted over 9 hours of it, which allowed me to get a reasonable amount of credits that I have used to trade up and buy crates. They could use a price reduction, but I also have not been keeping track of the exact amount of credits I have been making, so more than likely I would be talking out of my ass if I were to create an estimate of the profits.


(jazevec) #10

Correct me if I’m wrong, but mission Credits is not affected by Credit Booster ? I’m not going to buy one just to find out.

I’m basically looking for an alternative way to pay for merc access. $10 per merc, with so many mercs - awfully expensive. $20 for 5 starter pack - tolerable price, but I would like to choose which mercs I get.


(NeroKirbus) #11

[QUOTE=jazevec;530196]Correct me if I’m wrong, but mission Credits is not affected by Credit Booster ? I’m not going to buy one just to find out.

I’m basically looking for an alternative way to pay for merc access. $10 per merc, with so many mercs - awfully expensive. $20 for 5 starter pack - tolerable price, but I would like to choose which mercs I get.[/QUOTE]

They do not. IT would be 100000000x better if it did, but it makes sense why they do not. It would reap the profits way too quickly to be able to buy a merc in a fraction of the time.


(Bloodbite) #12

double xp weekends/events will probably make them worthwhile… and ultimately, it’s for those that have money to burn because they can, and feel like it.

To boot, there will probably be a decent amount more than just mercs and loadout cases to throw credits at in the future. Lots of vanity crap like killcam/shot banner/logo/icon setups… and killcam/shot sound effects. Not that I’m saying those are worth putting into the game, but they are among many useless things people have already proven to be willing to pay for or grind towards unlocking in the CoD rip off series on mobile devices; Modern Combat.


(Amerika) #13

If I play a full 6v6, 7v7 or 8v8 match and there wasn’t a drop in players during I’m usually around the 215-250 credit range and not 150 credits for Objective mode. And game times are typically much shorter than 20 minutes on average. So depending on how you play will dictate how much the booster is worth. Also, does anybody know if the booster only burns while you are on server or does it do it while you’re in the lobby as well? Because that could greatly affect the value of the boosters depending on how it works.