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Any Reason To Keep Non-Prime Clammer Mechs?


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#1 Mercer Skye

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Posted 10 September 2014 - 03:35 AM

I don't really care about the xp set bonus, and I can't sell off the primes (clan pack, rawr). So, with the small exception of a non-prime having something different with the 'core' component....any reason to even keep them?

#2 MarineTech

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Posted 10 September 2014 - 04:44 AM

You'd want to keep the chasis until you've got the mech mastered.

After that, a few of the variant chassis have some perks that may, or may not, be beneficial to you.

Other than that, it's sometimes nice to have a second version of a mech in case you get disco'd from a match or decide to drop out before it's over (somebody's run off to hide to run out the clock) it gives you the option of having a second one so you can launch immediately.

#3 Lily from animove

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Posted 10 September 2014 - 05:09 AM

too lazy switching loadouts, clanners by their pods can be the same hardpoint mech Variants across all 3 variants. Therefore you don't need change laodouts for different roles.

Edited by Lily from animove, 10 September 2014 - 05:09 AM.


#4 Mercer Skye

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Posted 10 September 2014 - 05:18 AM

So, I figured right, thanks. Get 'em mastered, sell the 'useless' variants. I pretty much have enough in the stable that unless I'm really pinin' to play one particular chassis, I've got options in each weight class.

thanks :D

#5 Wintersdark

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Posted 14 September 2014 - 06:50 PM

View PostMarineTech, on 10 September 2014 - 04:44 AM, said:

You'd want to keep the chasis until you've got the mech mastered.

After that, a few of the variant chassis have some perks that may, or may not, be beneficial to you.

Other than that, it's sometimes nice to have a second version of a mech in case you get disco'd from a match or decide to drop out before it's over (somebody's run off to hide to run out the clock) it gives you the option of having a second one so you can launch immediately.

I kept all mine because:
1) You can't change paint patterns on the Prime mechs. I like my sexy camo.
2) It allows me to have 3 separate builds together and ready to drop. Got a medium slot in your 12 man free. Need a Brawler? Striker? LRM boat? I can drop in any immediately.
3) Several of the mechs have non-trivial differences. The Timberwolf has Ballistic, Energy, or +1 JJ. The Warhawk has +1M (which can mount up to a LRM15, so is significant). The Nova has one with AMS. The Direwolf has one with an extra Energy hardpoint, capable of packing on another PPC or whatnot.

Sadly, in every case the Prime variant is at best equal, and often flat out worse than another variant.

#6 Tremendous Upside

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Posted 14 September 2014 - 07:14 PM

View PostWintersdark, on 14 September 2014 - 06:50 PM, said:


I kept all mine because:
1) You can't change paint patterns on the Prime mechs. I like my sexy camo.


That's only true on the Prime "invasion" mechs you get from the clan packages. I've bought second primes for the Kitfox, Nova and Summoner and all three are running the free camo.

#7 Kain Demos

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Posted 15 September 2014 - 10:06 AM

I'm keeping all 3 variants and keeping them all in a different "build". I couldn't imagine being limited to just one mech per chassis.

So far I've got 6 master (still need to unlock the additional module on my DWs) mechs--all 3 Timber Wolves and Dire Wolves.

With the Timberwolf I modified the omnipods on my TBR-C with one or two from the Prime so I could run the 2 x LPL 4 x ML build. I think doing this lost some of the "positive" movement quirks of the chassis. I left the omnipods on my Prime alone since I run it as a missile boat-- 2 x Artemis LRM20 with 1620 ammo and 4 x ML and tag. Now the TBR-S I changed quite a lot. I found the JJs to be pretty useless (barely get off the groudn with them) so I took them all off. I noticed the LT and RT gave negative quirks like extra overheat damage and the like so I swapped out the omnipods with some from the TBR-C and ended up with this: 2 x LL 1 x LPL 1 X artemis LRM20 and AMS.

With the Dire Wolf the omnipods are all pretty similar and none really carry any overly "negative" quirks. The only thing I found was that the "A" had the LA actuator and that made hitting things TREMENDOUSLY easier so I made sure to put it on my "B" as well. I would love to run it on my Prime as well but the hard point change would mess up my loadout. On my Prime I carry an ER PPC and Gauss in each arm...being able to aim them laterally more freely would be tremendous.

#8 LT. HARDCASE

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Posted 15 September 2014 - 05:54 PM

Bought the clan pack. I Elited the non-Primes(I) and sold them off. After stripping off the omnipods, of course. I don't pilot each individual clan chassis often enough to need three builds ready to go. Plus selling them funds my IS mech spending habits. 5-million c-bills a piece for some of them? Yes please.

The only ones I have yet to level and sell off are the Warhawk and Dire Wolf, because cumbersome assaults aren't really my thing. The Gargoyle may be the exception, though.

#9 Gremlich Johns

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Posted 21 September 2014 - 09:01 AM

Depending on the planet a mission will drop you on will determine which variant you take. A prime is not always the best mech to take.

Currently, we cannot tailor our mechs for a given map because we don't know what we'll get.

#10 Mercer Skye

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Posted 22 September 2014 - 10:17 AM

So, now that I've been playing them a bit more, grinding on this 2x xp weekend;

Sold the non-Prime Summoners. I could just be Summoning wrong....but the chassis just feel subpar in any role but LRM boat. So, decked out the prime in LRM boat fashion, with a LPL to support, all I need there.

Mr. Tibbers (Timberwolf). Love as I always have. Thing seriously needs a nerf (or I just need to stop being fed noobs /shrug). Keeping all three here, each build I've got feels different, and the mech handles like a dream. Got a jump 'raider', a 'Missile Brawler,' and a flat out 'Face bump, chest grinding meta brawler.'

Kit Fox....Triple AMS ECM support package is the only thing I've had fun playing on it. Had some chuckles running one with a gauss (beware Boom-cada :P ), another with double MGs, streaks, and a couple Pulse Lasers, but other than that ECM 'escort' build, I don't think I'll ever need more than one.

The Adder on the other hand...as much as people have called it DoA, I love it. Best performing build of the three for me has been a very simple ERPPC/UAC5 combo. The LRM40 'Mini-Deathstar' has also done surprisingly well. The other....still working on it, but it has a NARC and some medium lasers....Might be keeping at least two here.

Warhawk. Will probably be keeping two here. Twin Gauss/LL 'sniper' build has been ridiculously effective, and with the substantially faster than Dire Wolf speed, stands out a bit more than most Twin Gauss Dire Wolf builds. Only other build I've enjoyed is the LRM45 'Missile Brawler.' So another I'll likely be keeping two of.

Dire Wolf.....holy **** you can build a lot of stuff with this thing. The relatively limited Hardpoint layouts are a lie. Right now having immense fun with a 4x LB10-x build with 4x ERMLas. Thing just melts people. Was sold after a 6 kill match on HPG where things were just dying at one of the 'gate walls.' (And they weren't really being noobish, they tried rushing in as a group, I was just mowing them down THAT quickly). Twin Gauss is probably 'meta' given range and how much ammo you can fit, but I hate how slow it is, though taking up a support role, it doesn't feel quite as bad. Twin Gauss, twin ERLarge and still deciding on if the quad MGun/4SPLS 'brawling' suite is worth keeping it. Thing is enough of a monster I'll likely keep all three.

Novas and Stormcrows...Love the Stormcrow....not so much the Nova (At least how they play in MWO). Which saddens me, I always loved the Nova in TT. But, right now really only seeing a handful of useful builds, but none that are outstanding, probably going to end up only keeping 1 per here, though I have hope there's at least two builds each that play different enough.

My opinions on them so far, anyway, and in a more TLDR version;

# Worth Keepoing;

Kit Fox - 1
Adder - 2
Nova - 1 (maybe 2)
Stormcrow - 1 (very likely 2)
Tibbers - ALL THE TIBBERS
Summoner - 0 if I could. The thing is a clunky mess, but it does make a really good Missile platform. so 1
Warhawk - 2 (3 maybe?)
Dire Wolf - ALL THE DIRE WOLF. Seriously, there are a bajillion and one ways you can build this thing.

Edited by Mercer Skye, 22 September 2014 - 10:22 AM.


#11 MisterPlanetarian

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Posted 22 September 2014 - 12:49 PM

Dropship mode could be a thing eventually. Attack/defend seem to have a reinforcement mechanic. So having multiple versions of the same mech ready to go could be useful eventually.

I'd keep atleast one more after you've unlocked mastery. Especially if it have unique hardpoints like the DW-B for example.

Edited by MisterPlanetarian, 22 September 2014 - 12:50 PM.


#12 InspectorG

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Posted 22 September 2014 - 12:56 PM

KEEP unless you are short on mechbays, its costly to sell mechs.

QUIRKS may be introduced to get certain chassis more appeal. I would say hold onto them until CW is settled in(ok, insert snark if need be)

KEEP, also to have a stock loadout should you participate in Stock Mech Mondays, lots of fun and a very different game.

SELL, if you know you will never play that chassis again(for me this was the Raven...just didnt feel right)

ALSO, never sell your last engine of a given weight, never know when you need them.

#13 Ruccus

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Posted 22 September 2014 - 01:20 PM

I've been contemplating adding Artemis to my Summoner B so I can use it as a dedicated missile boat, while still allowing non-Artemis missile builds on my Summoner Prime. That would necessitate keeping two Summoner chassis.

I still have empty mech bays though, so I'm in no hurry to sell any of my mechs.

Edited by Ruccus, 22 September 2014 - 01:20 PM.


#14 Mercer Skye

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Posted 23 September 2014 - 06:50 AM

View PostInspectorG, on 22 September 2014 - 12:56 PM, said:

KEEP unless you are short on mechbays, its costly to sell mechs.

QUIRKS may be introduced to get certain chassis more appeal. I would say hold onto them until CW is settled in(ok, insert snark if need be)

KEEP, also to have a stock loadout should you participate in Stock Mech Mondays, lots of fun and a very different game.

SELL, if you know you will never play that chassis again(for me this was the Raven...just didnt feel right)

ALSO, never sell your last engine of a given weight, never know when you need them.

View PostRuccus, on 22 September 2014 - 01:20 PM, said:

I've been contemplating adding Artemis to my Summoner B so I can use it as a dedicated missile boat, while still allowing non-Artemis missile builds on my Summoner Prime. That would necessitate keeping two Summoner chassis.

I still have empty mech bays though, so I'm in no hurry to sell any of my mechs.

View PostMisterPlanetarian, on 22 September 2014 - 12:49 PM, said:

Dropship mode could be a thing eventually. Attack/defend seem to have a reinforcement mechanic. So having multiple versions of the same mech ready to go could be useful eventually.

I'd keep atleast one more after you've unlocked mastery. Especially if it have unique hardpoints like the DW-B for example.


All very, very solid advice, and just about all of it is stuff I would say myself to someone in my position, even if I do feel a bit foolish knowing I'm not going to follow it myself. And great advice all around in the thread, period.

Selling mechs can definitely bite you in the arse later, especially if you find yourself wanting/needing the chassis again later. BUT, for me, it's much more important that I can at the very least have fun playing it, with winning being a close second, but not always guaranteed. That's why the two non-prime summoners hit the bricks, even with a distinct lack of a mechbay problem (Sitting on 12 open slots now I think after cleaning house). Though, I've got at least 12 mechs I'm aiming to try out, so for me, it's just economical to sell off the ones I'm just having no fun in.

To the point about the Dire Wolf- B. That extra Energy point in the chest I'm finding is flashy and neat, but really doesn't make much difference in the end. DW's problem is that relatively tiny little engine, which requires so damn much space be taken up by heatsinks for the energy heavy builds. The only thing I'd see putting the B above the other two would be if it could zombie that hardpoint, but it can't...technically. You could conceivably run into the situation where everything but your ST's have been blown out (including the equipment in them), and then have that center energy weapon to allow you to carry on the fight. But the reality I'm finding is either you get CT'd, or die to being drawn and quartered (or at least the mech equivalent). So while it does add some decent options, I'd hardly lean on that as the last point about keeping one. In other words, if I'd been on the fence about it, that extra energy point wouldn't have swayed me.

But yeah, TLDR would be that if I'm absolutely NOT having any fun in the mech, it's gotta go. Strip the Armor, strip the pods, strip the gear, send it naked and humiliated back from whence it came, because I won't keep a mech I can't have fun in. Because, you can always have fun in a match, but you can't always win a match.

Edited by Mercer Skye, 23 September 2014 - 06:51 AM.


#15 LT. HARDCASE

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Posted 23 September 2014 - 04:31 PM

View PostMercer Skye, on 23 September 2014 - 06:50 AM, said:

But yeah, TLDR would be that if I'm absolutely NOT having any fun in the mech, it's gotta go. Strip the Armor, strip the pods, strip the gear, send it naked and humiliated back from whence it came, because I won't keep a mech I can't have fun in. Because, you can always have fun in a match, but you can't always win a match.

I got to experience this over the double XP weekend. I decided it was now or never to stop avoiding the clan assault mechs, which I'd completely ignored because I figured I would hate them. I got on the grind and elited out the Warhawks (first time doing this for 3 assault chassis period), finding out that I actually enjoyed piloting them quite a bit. So that meant I only needed to basic the three Dire Whales, to unlock elite for the Prime, then I could sell the other two.

Nope. I got halfway through the basic on two of them, and that's all it took to decide that mech just isn't for me. I promptly sold the A and B variants, and have no regrets. I'd sell the Prime, if PGI would let me. The Dire is a zero fun mech for me.

#16 dragnier1

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Posted 26 September 2014 - 06:49 AM

I discovered this topic late. Better late then never...

Here's my suggestion: keep them because you paid for them, especially if it cost you real cash...

#17 Mad Ox

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Posted 26 September 2014 - 07:11 AM

With 61 mechs and 64 bays really got a mech for all occasions. Along with Wave 2 coming I am not hurting for mechs to choose from. So when i master the 2 variants get sold after being stripped and omnipods removed. Keep the Prime (cant sell it anyway) and it allows me ability to replicate them all.

Kitfox and Adder been having a blast with but really see no need for more then 1 of each. Tried all sorts of builds while mastering but can easily bring it down to 1 version I am content with and well with Omnipods can really do anything I want.

Nova liked it but sorta sad to see it not look like the original Battletech version. Totally content with Prime using ER LL x2, and 10 ER SL and 4 machineguns

Stormcrow though I was tempted to keep a varient, really enjoyed this mech great combo of hardpoints, weapon placement and speed and agility.

Summoner working slowly but with as limited as its weapon hardpoints are (6 max on heavy mech is stupid silly) when done will keep the one and thats all. Soooo wish i could put Endo on this mech for a little more tonage so annoyed how fast I run out of UAC20 ammo

Not sure about TW, Warhawk, DW yet been working on the Lights and mediums but close to done with them we shall see.

#18 Anassi

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Posted 27 September 2014 - 04:06 PM

View PostMercer Skye, on 23 September 2014 - 06:50 AM, said:

To the point about the Dire Wolf- B. That extra Energy point in the chest I'm finding is flashy and neat, but really doesn't make much difference in the end. DW's problem is that relatively tiny little engine, which requires so damn much space be taken up by heatsinks for the energy heavy builds. The only thing I'd see putting the B above the other two would be if it could zombie that hardpoint, but it can't...technically. You could conceivably run into the situation where everything but your ST's have been blown out (including the equipment in them), and then have that center energy weapon to allow you to carry on the fight. But the reality I'm finding is either you get CT'd, or die to being drawn and quartered (or at least the mech equivalent). So while it does add some decent options, I'd hardly lean on that as the last point about keeping one. In other words, if I'd been on the fence about it, that extra energy point wouldn't have swayed me.

The DWF-B is the only one that can run the glorious "Valar Morghulis"-Build (2x LB20-X, 1x cGauss, 1x cERPPC). In my opinion it's worth keeping it for that reason alone, by far my favorite Whale build. The -A you can sell off if you have to, it doesn't really do anything the Prime can't do.

#19 n r g

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Posted 27 September 2014 - 04:46 PM

View PostMercer Skye, on 10 September 2014 - 03:35 AM, said:

I don't really care about the xp set bonus, and I can't sell off the primes (clan pack, rawr). So, with the small exception of a non-prime having something different with the 'core' component....any reason to even keep them?


nostalgia

#20 Mercer Skye

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Posted 27 September 2014 - 05:21 PM

View PostE N E R G Y, on 27 September 2014 - 04:46 PM, said:


nostalgia


True, this reason alone is usually enough for me to hang onto a 'mech that I feel performs subpar but I like running. But with most of the clan 'mechs, other than 'reliving the glory days of driving a DWF-A,' there's not really going to be much nostalgia towards the chassis, for me anyway, when I can build anything I could on it on the Prime. I'll just pretend it's a DWF-A :ph34r:





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