Pilot Skills Not Reflected In Mech Lab?
#1
Posted 18 January 2016 - 12:02 PM
#2
Posted 18 January 2016 - 12:06 PM
#3
Posted 18 January 2016 - 12:12 PM
Squirtoe, on 18 January 2016 - 12:02 PM, said:
Did you also purchase the module related to the skill? There are 2 costs associated with Pilot Skills.
1. GXP to unlock the skill modules.
2. C-Bills to purchase the modules themselves.
Unless you have unlocked a given skill and purchased the module and installed it in the mech, you won't get the associated range or cool down bonus.
#4
Posted 18 January 2016 - 12:30 PM
Edited by Squirtoe, 18 January 2016 - 12:36 PM.
#5
Posted 18 January 2016 - 12:39 PM
Squirtoe, on 18 January 2016 - 12:30 PM, said:
No, not just the weapon. Just skilling up won't get you the module either. If you look in the mechlab on the right side of the screen where you purchase weapons, you will see tabs for Weapons, Engines, and Modules. On Clan mechs there is also a tab for Omnipods.
Click on Modules. There are 3 different types of modules: Mech, Weapon, and Consumable. Load the module that matches the weapon you have loaded on the mech.
The cost for the modules is almost as much as, or in some cases, more than the cost of an entire mech. Some are as much as 6 million C-Bills.
#6
Posted 18 January 2016 - 12:43 PM
#7
Posted 18 January 2016 - 01:01 PM
Squirtoe, on 18 January 2016 - 12:43 PM, said:
Home screen, Inventory tab under the Select Mech button.
Edited by Sug, 18 January 2016 - 01:01 PM.
#8
Posted 18 January 2016 - 01:03 PM
Edited by ProfessorD, 18 January 2016 - 01:03 PM.
#9
Posted 18 January 2016 - 01:07 PM
ProfessorD, on 18 January 2016 - 01:03 PM, said:
Not entirely true. When is the last time you put single heat sinks back on a mech. Also, there is no real need for a couple hundred medium lasers floating around your inventory, nor multiple engines that aren't multiples of 25. Which reminds me, I need to go through and check my inventory again.
#10
Posted 18 January 2016 - 01:07 PM
#11
Posted 29 April 2016 - 04:07 AM
#12
Posted 29 April 2016 - 10:21 AM
Depletion, on 29 April 2016 - 04:07 AM, said:
on the skills screen select pilot, that brings up what some people call the pilot lab, the place where you can unlock and upgrade modules.
Edited by Rogue Jedi, 29 April 2016 - 10:22 AM.
#13
Posted 30 April 2016 - 01:38 PM
I rarely use LBX ACS so if I had a stack of them I would sell all but one or two. Same for SRM 2 packs.
I never sell an xl engine either, regardless of its size. They Are just too expensive To repurchase.
Some people say never sell a mech, and for a new player I agree, but eventually you get tired of navigating around ones you hated playing and won't likely play again and will do it, bUT i keep my favorite variant around. Never sell one you didnt elite though. Also Never sell a Hero Mech.
The items I ( probably everyone else too) use the most are double heat sinks, medium lasers, large pulse lasers and IS autocannons. I never get rid of meta weapons like those. In general never sell ammo, or anything you have to boat to be effective.
#14
Posted 01 May 2016 - 01:24 AM
Rhavin, on 30 April 2016 - 01:38 PM, said:
if I need the cash I will check through my inventory and sell of the stuff I am unlikely to ever want, that is multiples of any engine below 250, and if I get more than 2-3 of any of the less used engine sizes(260, 265, 270, 285, 290, 305, 310, 315, 320 ect) if I have more than 50 MLs, MPLs, SLs or SPLs more than 20 of any Large class Lasers, more than about 10 of any AC, any LRM20s (I never use them) my current stockpiles of Flamers, single heat sinks, CASE, and anything else which I have in excessive quantities, as well as any Mechs I have marked up as to sell (when you have more than 180 Mechs there is no point keeping the variants of a chassis you do not like, ok at some point in the future they could get super quirks but meta viability has nothing to do with weather of not I like a Mech, e.g. to my mind the 5V is the best Spider and I would much rather have the CT MG from the TBR-Prime to allow me to put 3 MGs on my TBR with the 4 arm lasers, than the worthless single JJ from the S, which many people seem to think is great)
#15
Posted 01 May 2016 - 12:00 PM
Squirtoe, on 18 January 2016 - 12:02 PM, said:
One:
Did you install the module? The "Skill" unlocks the ability to get the module. Which you then need to buy from the black market at an extreme price and then install.
Two.
There's always the chance it might not show. I haven't been that analytical to watch for it.
....usually been too broke to get 4 to 6 million cbill modules.
#16
Posted 01 May 2016 - 01:30 PM
Squirtoe, on 18 January 2016 - 12:02 PM, said:
If I understand correctly, you're wondering (also) why the BASIC and ELITE skills for your mech (and its quirks, and the bonuses with installed modules, etc.) do not reflect in the cooldown and range stats shown for weapons when installed in that mech. Is that right?
I, too, find it a little bit annoying that I can click on an installed weapon in the Mech Lab and see that it has, for instance, a range of 270 and max range of 540, and right below that I see that it gets +10% range, but nowhere will I see that it NOW has a range of 297 and a max range of 594. For RANGE, that's not SO annoying.
Let's say I have a -10% energy heat generation quirk, and an additional -5% PPC heat generation quirk. Those quirks will be stated in green under the weapon when I click on it, but a PPC installed there will still show a HEAT number of 9.5, not 8.something. And my mech's Heat Efficiency number will still reflect a 100% unquirked, unmoduled, unskilled mech and weapon, and not the adjusted number based on skills and modules and quirks. Etc.
I haven't paid attention to whether the numbers there show the extended torso twist radius after TwistX skill is unlocked and/or doubled. Nor whether the acceleration/deceleration is adjusted for Kinetic Burst and Hard Brake, respectively. Twist Speed, etc.
I think it's been stated officially that the Pinpoint ELITE skill doesn't do anything right now, and there HAVE been some decent ideas around the forum on what to do with dynamic convergence and so on (or to outright do away with convergence and let the chips fall where they may). Until then, convergence is virtually instant. You can see this in the little video clips that play while a Quick Play match is loading, after the mode and map voting has concluded. One of the right-hand-side videos (Conquest mode, IIRC) shows the virtually-instantaneous convergence of lasers on a nearby target from a mech with multiple, spread-out laser weapons. It's kinda sad. This is why you aim for legs when trying to line up shots on a moving target with ballistic or PPC weapons--the ground in front of the target is roughly the same distance from you, or at least closer to it, so your weapons should converge appropriately.
ANYHOW...
TL;DR- No, there is no known reason why Mech Lab displayed stats don't reflect modules and skills and quirks in the weapons' and mechs' performance numbers. But they don't, and we don't know that there is any plan at all to fix that.
#17
Posted 23 June 2017 - 08:33 AM
#18
Posted 23 June 2017 - 09:09 AM
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