"remove" Applied Efficiencies
#1
Posted 09 May 2013 - 08:21 AM
What you should be able to do is "remove" mech efficiencies and reclaim the mech XP required for them. Why would you do this?
If you wanted to see the effects of Twist X or some other feature for the purposes of balancing (Kinetic Burst, Anchor Turn, Hard Break, Twist X, Twist Speed, Arm Reflex, Pinpoint) you would not be able to test the actual differences without "removing" the efficiency.
It is helpful to understand your mech to the most minute details... so this is useful.
I like the idea if a mech's efficiency was purchased with GXP would give you back that, but it would create additional logs/storage.. it would perhaps be best to convert back to Mech XP instead. You can still convert Mech XP to GXP within the proper restrictions (all basics must be applied).
There should be restrictions to removing efficiencies... like removing the master efficiency upgrade before being able to remove the elite efficiencies and so on and so forth.
Anyways, this suggestion is most useful for understanding the mech, and for understanding what features (mech efficiencies and mech quirks) need to be rebalanced in the near future.
#2
Posted 09 May 2013 - 08:50 AM
#3
Posted 09 May 2013 - 09:00 AM
#4
Posted 09 May 2013 - 09:06 AM
or the Ability to Look at it before you save it as spent?
Or the ability to Equip it, go to the Training ground and test it before saving it?
#5
Posted 09 May 2013 - 09:19 AM
Edited by Nation Uprise, 09 May 2013 - 09:21 AM.
#6
Posted 09 May 2013 - 09:45 AM
I can not think of a single one.
#7
Posted 09 May 2013 - 09:54 AM
#8
Posted 09 May 2013 - 10:11 AM
Nation Uprise, on 09 May 2013 - 09:54 AM, said:
If you can actually notice how any of the efficiencies, other than Cool Run and Speed Tweak, affect your mech, then you are way more observant than I am.
Just buy them in whatever order you feel will most benefit the mech; it doesn't take but a few (5 to 10 with premium time?) matches to get an unlock.
#9
Posted 09 May 2013 - 10:13 AM
Nation Uprise, on 09 May 2013 - 09:00 AM, said:
If you want to move at the same speed as before speed tweak, get a smaller engine. This frees up tonnage for other equipment.
#10
Posted 09 May 2013 - 10:16 AM
Kraven Kor, on 09 May 2013 - 10:11 AM, said:
If you can actually notice how any of the efficiencies, other than Cool Run and Speed Tweak, affect your mech, then you are way more observant than I am.
Just buy them in whatever order you feel will most benefit the mech; it doesn't take but a few (5 to 10 with premium time?) matches to get an unlock.
What? You don't see how Twist X and Twist Speed can benefit a mech that doesn't have a big range of torso twist? Or how Arm Reflex actually benefits mechs with weapons on their arms?
Hotthedd, on 09 May 2013 - 10:13 AM, said:
If you want to move at the same speed as before speed tweak, get a smaller engine. This frees up tonnage for other equipment.
On certain mechs that means also putting extra heatsinks to reach the required limit of at least 10. Which means taking up extra tonnage and taking up extra ciritals. Also, the speed isn't at all the same because of the 10% extra efficiency. No matter what engine you put, the speed will be off by a couple kph +/-
Edited by Nation Uprise, 09 May 2013 - 10:23 AM.
#11
Posted 09 May 2013 - 10:20 AM
Dishevel, on 09 May 2013 - 09:45 AM, said:
Well for me, the quick fire efficiency is annoying. Depending if you're carrying some heat intensive weapons, you'll more than likely reach high percentages of heat. I was more comfortable without it. But I'm not a psychic. You would figure that PGI would allow you to test your mech with a certain effeciency to see if it's worth bringing along or just a drawback.
#12
Posted 09 May 2013 - 10:22 AM
Personally, to me the only things that seem to be worth having are the heat related items, and the Speed boost, and Pin point..
and no matter how you skin the cat, the cat has to be skinned before you get to the second tier..
I don't have a problem with it, but it would seem to me that you would like a "reset button". which would give you back all of your xp to that mech.. Now if they charge MC for it, or penalize you for it, X% of total XP lost.. That would be debatable..
A reset button would be the easiest way to program it..
#13
Posted 09 May 2013 - 10:31 AM
Acid Phase, on 09 May 2013 - 10:20 AM, said:
Well for me, the quick fire efficiency is annoying. Depending if you're carrying some heat intensive weapons, you'll more than likely reach high percentages of heat. I was more comfortable without it. But I'm not a psychic. You would figure that PGI would allow you to test your mech with a certain effeciency to see if it's worth bringing along or just a drawback.
Umm. Shoot slower when you heat gets high?
#14
Posted 09 May 2013 - 10:44 AM
Dishevel, on 09 May 2013 - 10:31 AM, said:
Umm. Shoot slower when you heat gets high?
Or, if they allowed you to test it, decide not to unlock that efficiency.
Why are some people against this suggestion? It doesn't affect anyone who feels that they need to have all the efficiencies. All this does is give the option for people to try it out and gives them the freedom to decide whether they want to keep that efficiency or not.
#15
Posted 09 May 2013 - 10:44 AM
Nation Uprise, on 09 May 2013 - 10:16 AM, said:
On certain mechs that means also putting extra heatsinks to reach the required limit of at least 10. Which means taking up extra tonnage and taking up extra ciritals. Also, the speed isn't at all the same because of the 10% extra efficiency. No matter what engine you put, the speed will be off by a couple kph +/-
A couple of kilometers per hour makes no difference. There is no engine in the game where a smaller engine (enough to generate the necessity of an additional heat sink, i.e.: any engine under 250), weighs more than the engine it would replace.
#16
Posted 09 May 2013 - 10:57 AM
Nation Uprise, on 09 May 2013 - 10:44 AM, said:
Why are some people against this suggestion? It doesn't affect anyone who feels that they need to have all the efficiencies. All this does is give the option for people to try it out and gives them the freedom to decide whether they want to keep that efficiency or not.
This. It's simple.
And another thing that boggles my mind. Why are effeciencies not active in testing grounds? Really? Don't they think it's important to test our mech with everything included? As an example I can only think back to Apollo 13 (The film) when Ken Mattingly was in the simulator and he had to firgure the steps to how to get the command module to start up. The most important thing he said to the techs was "Don't give me anything that the crew of Apollo does not have onboard". Meaning he has to test it with the same equipment and scenarios. Same here.
Edited by Acid Phase, 09 May 2013 - 10:59 AM.
#17
Posted 09 May 2013 - 11:04 AM
Hotthedd, on 09 May 2013 - 10:44 AM, said:
A couple of kilometers per hour makes no difference. There is no engine in the game where a smaller engine (enough to generate the necessity of an additional heat sink, i.e.: any engine under 250), weighs more than the engine it would replace.
Ok, not weight wise but in terms of critical slots it does change certain things depending on how many weapons, ammo, equipment and Endo/Ferro. And a couple kph is a difference. Whether you want to believe it means a little or a lot to you personally is based on opinion.
#18
Posted 10 May 2013 - 05:51 AM
Deathlike, on 09 May 2013 - 08:21 AM, said:
I once experimentally purchased the skill with GXP thinking that it would NOT take the same amount of GXP as it does in XP, only to figure out that well, I just lost a 1000 GXP, an equivalent of 20000XP, or 20 good matches. Yes, I would like to be able to undo/refund the skill purchase, to the original "currency" used to make it.
#19
Posted 10 May 2013 - 05:53 AM
Nation Uprise, on 09 May 2013 - 11:04 AM, said:
Okay. In my opinion, 2 or 3 kilometers per hour makes no difference in gameplay, but the extra available tonnage is a huge advantage.
#20
Posted 10 May 2013 - 07:10 AM
It doesn't matter what order you get them in, you still need all of them.
If you're not going to get all of the efficiencies for a 'Mech, what's the point of getting any of them? You will be less effective than anyone with all of them no matter which ones you choose to get.
Therefore, what's the point of having the ability to reset an efficiency?
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