Edited by Thrice, 29 July 2013 - 01:27 PM.
0
Loadout Help
Started by Thrice, Jul 29 2013 01:26 PM
7 replies to this topic
#1
Posted 29 July 2013 - 01:26 PM
I was looking at all the unlockable abilities to be granted elite for the specific mechs and noticed you have to play different mech variants in order to achieve this, for the life of me I cannot find another variant for sale or do I have to outfit the mech to match the variant, I'm pretty confused and new to this thanks.
#2
Posted 29 July 2013 - 01:29 PM
All mechs have the required number of variants. Do you have an open mech bay?
#3
Posted 29 July 2013 - 01:53 PM
In order to unlock Elite skills you need to have completed all the basic skills on three different chassis of the same mech (for example; Awesome 8Q, Awesome 8R, and the Pretty Baby, and yes hero mechs do count as one of the three mechs) then the game will allow you to start to spend xp on the Elites.
Once the elite slots have all been complete on any mech it will allow you to access that mech's Master slot, (which is always another module slot)
Each mech in the game has at least three different variants and some have up to five. You will need to buy the mechs though (trial ones don't count) and have a free mech bay to put each of them in.
Hope this helps!
Once the elite slots have all been complete on any mech it will allow you to access that mech's Master slot, (which is always another module slot)
Each mech in the game has at least three different variants and some have up to five. You will need to buy the mechs though (trial ones don't count) and have a free mech bay to put each of them in.
Hope this helps!
#4
Posted 29 July 2013 - 02:14 PM
Ok to unlock elite skills you need 3 variants of a mech.
Take Centurions for example:
You have the Energy Centurion. Though all Centurions share a name, variants will have added letters and digits.
CN9-AL (the one you have in this example, trades Ballistic for Energy arm)
CN9-A (Carries an additional missile Har-point)
CN9-D (Additional ballistic in Arm, ability to fit bigger engine)
CN9-YLW (Hero Mech for MC)
If you wish to earn Elite for your CN9-AL, you must also buy at least two (2) of the other CN9s that are unique. So buying another CN9-AL would have no benefit to you. (EXP: CN9-AL, CN9-A, CN9-D).
When you buy your new CN9, you will have to earn 8/8 (all) of the basic skills for all three mechs. After you earn all Basic skills of a variant, you no longer need to keep it unless you wish to continue playing it. This means if you already own the CN9 you want, you only need one open Mech-Bay to Elite your centurion. You cannot apply skill points to a mech you do not own, so double check before selling.
When you have unlocked all basics of three (3) unique variants, you will unlock the ability to spend points on Elite skills. Upon earning 4/4 (all) skills, your Basic skills for your elite variant(s) will have their effects 2x!
ALL Mechs have three (3) at least Variants, and some have more. Keep in mind that Founders, Champions, and Sarah's Mech do NOT count as unique variants. (EXP: JR7-D = JR7-D(s))
Take Centurions for example:
You have the Energy Centurion. Though all Centurions share a name, variants will have added letters and digits.
CN9-AL (the one you have in this example, trades Ballistic for Energy arm)
CN9-A (Carries an additional missile Har-point)
CN9-D (Additional ballistic in Arm, ability to fit bigger engine)
CN9-YLW (Hero Mech for MC)
If you wish to earn Elite for your CN9-AL, you must also buy at least two (2) of the other CN9s that are unique. So buying another CN9-AL would have no benefit to you. (EXP: CN9-AL, CN9-A, CN9-D).
When you buy your new CN9, you will have to earn 8/8 (all) of the basic skills for all three mechs. After you earn all Basic skills of a variant, you no longer need to keep it unless you wish to continue playing it. This means if you already own the CN9 you want, you only need one open Mech-Bay to Elite your centurion. You cannot apply skill points to a mech you do not own, so double check before selling.
When you have unlocked all basics of three (3) unique variants, you will unlock the ability to spend points on Elite skills. Upon earning 4/4 (all) skills, your Basic skills for your elite variant(s) will have their effects 2x!
ALL Mechs have three (3) at least Variants, and some have more. Keep in mind that Founders, Champions, and Sarah's Mech do NOT count as unique variants. (EXP: JR7-D = JR7-D(s))
#5
Posted 29 July 2013 - 08:32 PM
Awesome, I appreciate the quick and elaborate responds guys, didn't realize about the open mec bay, can only be purchased w/ MC, which you can only get w/ real money right? the CB bills are for weapons and whatnot, but how is general xp earned? Just by playing?
#6
Posted 29 July 2013 - 09:34 PM
Thrice, on 29 July 2013 - 08:32 PM, said:
Awesome, I appreciate the quick and elaborate responds guys, didn't realize about the open mec bay, can only be purchased w/ MC, which you can only get w/ real money right? the CB bills are for weapons and whatnot, but how is general xp earned? Just by playing?
Correct. MWO is still a business venture and needs to make money. Mech bay slots so you can own more mechs are ONLY available if you pay real world money for them. Otherwise you are limited to just the few bays you start with, which I think everyone gets 4 free slots.
General XP is made in 2 ways. Just play the game. You get General XP for that. Also, you can convert experience points for a specific mech into general experience points, but that costs real world money to do. That does allow you to move XP points from one mech to another if you want to do that.
General experience points can be spent to buy modules, like the really nice seismic module that lets you see any moving enemy on your radar within a few hundred meters through walls and cliff sides. Or the capture accelerator module that speeds up how fast you capture a flag (flags look like leaky oil drilling rigs in MWO).
It should be said that General XP just gets you an unlock/permission to buy those modules. You still need to actually buy the hardware and install it onto your mech. I.E. the Seismic sensor module is an expensive 6 million C-bills on top of the couple of thousand General XP points you need to unlock it in the first place.
Edited by Hans Von Lohman, 29 July 2013 - 09:41 PM.
#7
Posted 30 July 2013 - 12:51 AM
Awesome thanks for the info.
#8
Posted 30 July 2013 - 01:11 AM
I think this has been sorta lost recently. To unlock elite must have 3 of the same mech, different variants all through basic. To go from elite to master must have 3 mechs of the same weight class elited (this can be a mix, be it one 1 cent, 2 hunchbacks or all 3 the same, say hunchie) combo just needs 3 total.
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