Jump to content

On Selling Mechs


10 replies to this topic

#1 Tor Gungnir

    Member

  • PipPipPipPipPipPip
  • 251 posts
  • LocationSweden

Posted 06 July 2013 - 08:31 AM

So I got the Atlas D-DC and the Atlas RS. I have no interest in the RS other than unlocking Elite skills. If I max the Basic skills on the RS and then sell it in order to purchase a D faster, would I keep all the skills unlocked for the RS? Or do you physically have to own three variants at the same time to unlock Elite skills?

#2 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 06 July 2013 - 08:48 AM

You don't have to retain ownership.

Once you learn the skills, you can sell the much freely... But I advise against it. The RS is a good mech, and you get very little cbills back when selling.

Also, if Atlas's are your first assault you'll need three with elite skills to unlock master... That's important, once you have all the elite skills on three assault mechs, it double the effectiveness of your basic skills.

Debuting the RS later would really suck.

#3 Tor Gungnir

    Member

  • PipPipPipPipPipPip
  • 251 posts
  • LocationSweden

Posted 06 July 2013 - 09:32 AM

It is a matter of Mech Bays, really. I recently purchased a Heavy Metal so eventually I'll want to get Elites on Highlanders too.

And are Master really worth the effort? I've yet to use a single Module, so one more Module slot seems irrelevant (especially since my favourite the DC-D comes with an extra Module slot by default).

Edited by Tor Gungnir, 06 July 2013 - 09:34 AM.


#4 cyberclaw

    Member

  • PipPipPip
  • Elite Founder
  • Elite Founder
  • 60 posts

Posted 06 July 2013 - 09:45 AM

yet to use is the key word there it was a long time befor i used ant moduals between the gxp unlock and the avrage 6 mill price... but mostly its getting the 2x bounus on the basics thats the biggest help

#5 Tor Gungnir

    Member

  • PipPipPipPipPipPip
  • 251 posts
  • LocationSweden

Posted 06 July 2013 - 09:51 AM

Say what? What bonus?

#6 scJazz

    Member

  • PipPipPipPipPipPipPipPip
  • 1,668 posts
  • LocationNew London, CT

Posted 06 July 2013 - 10:21 AM

We keep telling you this!!!!

When you Elite a mech your Basic skills DOUBLE in effect!

No it doesn't do same for Master

#7 Tor Gungnir

    Member

  • PipPipPipPipPipPip
  • 251 posts
  • LocationSweden

Posted 06 July 2013 - 11:14 AM

So, as I was saying, Master isn't that great then? Elite will do?

#8 Corison

    Member

  • PipPipPipPipPipPip
  • 376 posts

Posted 06 July 2013 - 11:25 AM

Elite will do for now... but who knows what they will add down the line. :) With things like Coolant, Sesimic, and UAV's... There is a lot of reason to have more module slots available.

#9 Tor Gungnir

    Member

  • PipPipPipPipPipPip
  • 251 posts
  • LocationSweden

Posted 06 July 2013 - 11:25 AM

Eh, I've heard that the consumables are somewhat lackluster. I've never seen anyone use them. Ever.

#10 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 06 July 2013 - 11:33 AM

View PostTor Gungnir, on 06 July 2013 - 11:14 AM, said:

So, as I was saying, Master isn't that great then? Elite will do?

Terminology can be confusing here.

Getting the Mastery Skill (the final skill) gets you an extra module slot. However, unlocking Master (before you get the skill, but once you have all the Elite skills on three assaults) grants you double all your basic bonuses. So, Cool Running, which normally increases heat dissipation by 7.5%, suddenly increases dissipation by 15%. That's the important part.

With that said, module slots these days are extremely valuable. Coolant flushes and seismic sensors for practically everyone, sensor range/target lock decay are very valuable for LRM carrying mechs, target info for pinpoint damage mechs so you can get info on where to hit your target ASAP, as to not waste fire. 360 degree targetting is always handy so you don't lose your target information when dancing about an opponent.

Artillery strikes are still sub par, but expect to see them buffed soon.

#11 Corison

    Member

  • PipPipPipPipPipPip
  • 376 posts

Posted 06 July 2013 - 11:50 AM

Consumables is one of the few things PGI did right... after the disasters that have been ECM and the new silly movement system.

Introduce it a bit weak, and make adjustments to bring it inline with design goals. In the case of consumables they have proven the core system, now they can tweak the effects making them a bit stronger as needed (or weaker in some cases) and adding some nice visuals and their good to go. :)

Honestly almost every mech I use has at least two modules on it. Be it sensors, or consumables. My cat's for example have the normal array of modules but I keep an UAV just incase I get tied up by ECM. My ravens use UAV's, Artillery, and Airstrikes... Sure they don't get used every mission but every so often they prove very nice to turn the tide of a fight or force an enemy to move.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users