Founders Mech and Variants
#1
Posted 11 July 2012 - 05:25 AM
got some questions in my head since a few days.
Founders Mechs are one of several "Variants".
Lets assume i play them 24/7 , get my mechxp (do i?), be happy to play the game...
1. Do i unlock the "next" variant with them (heard a rumor somewhere in the forums)?
2. Do i need to buy the new variant and so, let the founders mech stay in the garage?
3. If no, Can i "upgrade" my founders mech to a new variant or do i "simply" change it through a button?
i would be happy for some answers!
#2
Posted 11 July 2012 - 05:27 AM
#3
Posted 11 July 2012 - 05:29 AM
#4
Posted 11 July 2012 - 05:31 AM
#5
Posted 11 July 2012 - 05:32 AM
The only thing you unlock with XP are the 'Mech Efficiencies, and if you unlock enough of those you get pilot points to spend on your pilot skill tree.
For everything else, there's ComStar Card.
#6
Posted 11 July 2012 - 05:35 AM
My best guess would be that you do not have to unlock the variants by farming xp on the "base" chassis.
Unfortunately you will not be able to modify the hardpoints, so upgrade the 2*LRM15 Cata to the 2*PPC model.
But keep in mind nothing official has been announced yet, just guessing!
#7
Posted 11 July 2012 - 05:42 AM
it seems I was on the wrong track ^^
u need to play the diffrent chassis in order to unlock the next level of the battle efficiencies, not the other way around.
ok this cleared all my questions, in fact erases them.
thx a lot!
#8
Posted 11 July 2012 - 05:48 AM
The nice bonuses that come with the Founders Mechs are that...
A: 25% C-Bill Bonus (earn cash a bit faster)
B: Doesn't take up one of the 4 slots in your MechBay (has it's own slot)
C: I don't know 100%, but I am pretty sure the Founders Mech has a unique camo scheme.
Edited by MeiSooHaityu, 11 July 2012 - 05:48 AM.
#9
Posted 11 July 2012 - 06:36 AM
I would certainly prefer the Founder's pack special attributes to carry over to other, non-prime variants of the same mech.
#10
Posted 11 July 2012 - 06:44 AM
Redshift2k5, on 11 July 2012 - 06:36 AM, said:
I would certainly prefer the Founder's pack special attributes to carry over to other, non-prime variants of the same mech.
I'm pretty sure none of the Founders Mech attributes carry over to other variants of the same Mech. Any bonuses are tied to that one Mech and that one Mech only.
I still don't think that is a problem though. Even if you prefer a different variant, the Founder Mech is a good way to "grind" more C-bills to continue modifying your other Mechs.
#11
Posted 11 July 2012 - 08:10 AM
MeiSooHaityu, on 11 July 2012 - 06:44 AM, said:
I'm pretty sure none of the Founders Mech attributes carry over to other variants of the same Mech. Any bonuses are tied to that one Mech and that one Mech only.
I still don't think that is a problem though. Even if you prefer a different variant, the Founder Mech is a good way to "grind" more C-bills to continue modifying your other Mechs.
not a problem, per se, but I would definitely prefer the attributes to carry over to other variants. I do not expect that they will.
I deliberated long and hard before being able to choose my elite pack founder mech. The prime variant catapult offers the most versatility of the different prime versions, since it can be equipped with LRMs for long-range harrassment or SRM for short range assault, plus a complement of lasers plus jump jets.
Obviously other mechs can make similar trade-odds, the Hunchback can bring it's default AC-20 or trade it for a Gauss rifle, but the Catapult won my choice
#12
Posted 11 July 2012 - 08:24 AM
#13
Posted 11 July 2012 - 08:37 AM
Graewulf, on 11 July 2012 - 08:24 AM, said:
good question tho.. 4 slots available. (+more if u buy some)
edit: thats not an answer, just picking up the question
Edited by Hot Rod, 11 July 2012 - 08:39 AM.
#14
Posted 11 July 2012 - 08:42 AM
Graewulf, on 11 July 2012 - 08:24 AM, said:
Yes you are buying an entirely new chasses. Variants are not just something like skins that you change on the press of a button. Variants are also not designs you make in the Mechlab. Variants are unique 'Mechs that just happen to be based on the same base chassis.
When you have a CPLT-C1, it is a 'Mech you own, based on the Hollis Mark II chassis. When you then buy a CPLT-K2, it is a new, individual 'Mech that you add to your garage, which also happens to be based on the Hollis Mark II chassis. But, it has absolutely nothing to do with your CPLT-C1, other than contributing to (a different, independent branch of) the same talent tree. It can be configured independently, and none of the equipment mounted to it is shared (you need two copies of that AMS if you want to install it to both 'Mechs). It will have its own physical model that looks different from the other variants, and can be given an individual paint job that is in no way related to the other variants' paint jobs (unless you want it to be).
If there was a 'Mech you could buy 10 different variants for, then you would have 10 different, unique 'Mechs in your garage, all of which had almost nothing to do with each other.
Edited by Der Zivilist, 11 July 2012 - 08:47 AM.
#15
Posted 11 July 2012 - 08:58 AM
Der Zivilist, on 11 July 2012 - 08:42 AM, said:
Yes you are buying an entirely new chasses. Variants are not just something like skins that you change on the press of a button. Variants are also not designs you make in the Mechlab. Variants are unique 'Mechs that just happen to be based on the same base chassis.
When you have a CPLT-C1, it is a 'Mech you own, based on the Hollis Mark II chassis. When you then buy a CPLT-K2, it is a new, individual 'Mech that you add to your garage, which also happens to be based on the Hollis Mark II chassis. But, it has absolutely nothing to do with your CPLT-C1, other than contributing to (a different, independent branch of) the same talent tree. It can be configured independently, and none of the equipment mounted to it is shared (you need two copies of that AMS if you want to install it to both 'Mechs). It will have its own physical model that looks different from the other variants, and can be given an individual paint job that is in no way related to the other variants' paint jobs (unless you want it to be).
If there was a 'Mech you could buy 10 different variants for, then you would have 10 different, unique 'Mechs in your garage, all of which had almost nothing to do with each other.
That might work for variants with different hardpoints, but it shouldn't affect a mech modded in the mechlab using the same hardpoints. For example, let's say I want to swap out the AC20 out of my Hunchback for an LB10x AC, upgrade the small laser to a medium laser, and maybe add 2 more medium lasers. You're saying I'd have to buy an entirely new chassis and waste a garage slot to do this? That would be asinine. I should only have to buy the new parts and put them on (keeping the old parts as spare parts to configure my Hunchback back to 'stock', use on another mech, or sell them).
#16
Posted 11 July 2012 - 09:02 AM
#17
Posted 11 July 2012 - 09:10 AM
Graewulf, on 11 July 2012 - 08:58 AM, said:
That might work for variants with different hardpoints, but it shouldn't affect a mech modded in the mechlab using the same hardpoints. For example, let's say I want to swap out the AC20 out of my Hunchback for an LB10x AC, upgrade the small laser to a medium laser, and maybe add 2 more medium lasers. You're saying I'd have to buy an entirely new chassis and waste a garage slot to do this? That would be asinine. I should only have to buy the new parts and put them on (keeping the old parts as spare parts to configure my Hunchback back to 'stock', use on another mech, or sell them).
No, he's saying if you have a C1 and a K2, they take up two garage slots. You can change either of them around within the limits of the mechlab and your available C-bills, to your heart's content, without buying new mechs.
#18
Posted 11 July 2012 - 09:16 AM
Mandalore82, on 11 July 2012 - 09:02 AM, said:
Reading this would have alleviated the need for this thread:
http://mwomercs.com/...qa-compilation/
#19
Posted 11 July 2012 - 09:18 AM
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