

Gxp To Buy Basic Skills
#1
Posted 27 December 2013 - 04:49 AM
First of all it says something like "purchase skills with gxp to unlock skills for any mechs"
to me that means if i unlock a basic skill on a awesome 8T variant using gxp then any mech i buy like a light cammando I will have that skill unlocked? Is that correct?
Does using gxp to unlock skils unlock any skills on other mechs or what do they actually mean?
Secondly
How do I buy basic skills using GXP if I have to have have all basic skills to convert xp to gxp?
Do i have to use another mech to get xp to convert to gxp to then unlock basic skills of another mech class in order to get the elite skills where i only need to get on variant of the chassis?
#2
Posted 27 December 2013 - 05:07 AM
Once a Mech has been 'Mastered' (i.e. you've unlocked all the skills for it) the XP that collects on it while you are using it is surplus. You can use MC (Mech Credits = which you have to buy with real money) to convert this XP into GXP. As already mentioned GXP can be used on any Mech you have in your mechbay.
M0E
#3
Posted 27 December 2013 - 05:07 AM
Quote
This means, if you have enough gxp to unlock a skill for a mech you just bought, you can do just that. However, it is far better to save gxp for Pilot skills, not Mech skills. XP gained on a single mech, like that 8T variant is ONLY xp for that variant. G(eneral)XP is can be spent on ALL skills, be they Pilot or Mech ones.
Mech skills only unlock for the variant you own and have selected. You have to buy another variant (like an 8Q) to spend xp on the skills for that mech variant. You don't need any skills to convert xp to gxp, it only costs MC to do that.
To get the Elite skills, you need 3 variants of the same chassis. For example, you have the 8T, you can/have to buy any two of the other Awesomes (8Q, 8R, 8V, 9M or Pretty Baby) to unlock basic skills on them. Once you have all 3 at basic level, you can spend xp on the Elite skills. You don't have to keep the other variants if you do not like them, because even when you sell the mech, you keep the unlocked skills for it.
If you want more gxp, play more with the trial champions, they gain more xp per match, then convert that xp to gxp. This will cost you MC though.
#4
Posted 27 December 2013 - 05:08 AM
DO NOT SPEND GXP ON MECH SKILLS! I thought as you did but its not so, you can if you want spend your hard ground GXP on a Mech skill but it does not unlock that skill for all mechs as far as I could test. Unlock Mech skills with the reg XP ground for that Mech chassis variant.
GXP is best hoarded for the "pilot Tree" skills that allow you to operate advanced modules that you can use on any Mech once you have bought the GXP skill for them and paid their Cbill price.
Once you have 3 variants fully unlocked with Mech XP on a given tier you get the option to spend MC to change Mech XP to GXP on a 25 xp changed per MC spent basis.
#5
Posted 27 December 2013 - 05:46 AM
This is not recommended unless you are specifically spending MC to "skip the grind". Even so, xp is not that difficult to earn so folks are right to suggest you avoid wasting GXP
Skills bought with GXP are the same as ones bought with regular xp.
#6
Posted 27 December 2013 - 06:46 AM
Spiketail Drake, on 27 December 2013 - 05:07 AM, said:
If I remind correctly, it's 5% of the XP you earn after each match.
To the OP: as many others said, DO NOT WASTE GXP TO LEVEL MECHS. Do this only if you have tons of unused GXP, or if you absolutely don't want to grind a variant that is terrible compared to the one you want to use after having leveled that chassis. Always try to simply play in order to gather MECH XP and spend that one to level a variant/chassis. The recently introduced 2x bonus for the first win of the day can really soften up the pain if you take advantage of it, do a good match, win it and you may gain huge amounts of mech XP (and also some extra GXP) with ease.
Players like me that played this game since CB, may now have most of the available modules unlocked and may be sitting well over 100k GXP.. then yes, sometimes you can throw in some GXP here and there to ease up the leveling, otherwise SAVE IT for the most useful modules!
#7
Posted 27 December 2013 - 06:50 AM

#8
Posted 27 December 2013 - 07:02 AM
if that makes sense

#9
Posted 27 December 2013 - 07:48 AM
John MatriX82, on 27 December 2013 - 06:46 AM, said:
How/when do the basic skills get doubled?
So no matter what I do I must buy 3 variants and unlock the basic skills in all 3 variants to get the elite skills?
What are the most useful modules?
#10
Posted 27 December 2013 - 08:10 AM
Wasted Merc, on 27 December 2013 - 07:48 AM, said:
How/when do the basic skills get doubled?
So no matter what I do I must buy 3 variants and unlock the basic skills in all 3 variants to get the elite skills?
What are the most useful modules?
After you buy all the elite skills for that mech.
Yes, you must buy 3 and unlock all the basics 3 times (either by playing or spending GXP)
Best modules depends on preference, role, and load out. For example target decay is awesome for missiles, streaks, and light-hunting but less needed for brawlers
#11
Posted 27 December 2013 - 09:12 AM
#12
Posted 27 December 2013 - 10:52 AM
Spiketail Drake, on 27 December 2013 - 05:07 AM, said:
Only problem with that is you have to own a mech in order to convert XP earned with that mech. If you sell it, then the XP just sits there....learned that the hard way.
#13
Posted 27 December 2013 - 12:11 PM
Wasted Merc, on 27 December 2013 - 07:48 AM, said:
How/when do the basic skills get doubled?
So no matter what I do I must buy 3 variants and unlock the basic skills in all 3 variants to get the elite skills?
What are the most useful modules?
Redshift2k5, on 27 December 2013 - 08:10 AM, said:
Yes, you must buy 3 and unlock all the basics 3 times (either by playing or spending GXP)
Best modules depends on preference, role, and load out. For example target decay is awesome for missiles, streaks, and light-hunting but less needed for brawlers
Redshift got you covered pretty much.
Best modules go on preference. I like the target info gathering, because it speeds up the time your computer "discover" the target status, thus allowing me to know where to strike where it hurts most; another still nice module is the Adv. Seismic sensor, but it works only when you stand still. So it's still decently useful when running heavies or assaults, if you're on a light or inside a medium mech.. you shouldn't halt risking to get one-shotted.
Others like Adv. Target Decay for missiles, but also for brawling, so that you keep track of your foe's movement even when he went into cover (the module will let you know target's position for a few seconds even if it is out of your visual sight).
Advanced Zoom is also useful if you snipe with long range weapons such as ERPPCs or Gauss Rifles, Adv Sensor Range is useful for informational warfare and spotting. Base capture module is nice on lights when playing conquest or assault.
The other "useful" modules are probably the consumables, cool shots, artillery and airstrikes. But these aren't suited for a beginner, because you need many GXP to unlock them and then they cost you something like 40k cbills each time you use them.
And if you use a cool shot and an arty in the same match, it means you've spent 80k cbills and the earnings are severely crippled, especially if your team manages to lose the match so for now my advice is to stay away from them because you need to grind c-bills to spend them on engines, new variants and weapons.
Please notice that modules need quite a good amount of GXP, since you often unlock "basic" versions and then you need to furtherly spend again GXPs to have them upgraded to advanced. So don't think about modules now, keep playing the game, experiment the various roles/chassis and find your playstile. Then ask here in the forums about which ones may be best for your way of playing the game.
Edited by John MatriX82, 27 December 2013 - 12:12 PM.
#14
Posted 27 December 2013 - 12:34 PM
Nick Makiaveli, on 27 December 2013 - 10:52 AM, said:
Only problem with that is you have to own a mech in order to convert XP earned with that mech. If you sell it, then the XP just sits there....learned that the hard way.
Yeah, I learned that the hard way too. I have 3 Centurion variants I mastered and then sold only to leave 10s of thousands of XP on the table.
Jody Von Jedi
#15
Posted 27 December 2013 - 12:35 PM
#16
Posted 28 December 2013 - 01:08 AM
To get the master extra module do I just need to get the 3 mech variants to complete the elite skills?
I tried the artillery strike, in testing grounds, its looks impressive but doesnt seem to do much on a single mech
#17
Posted 28 December 2013 - 01:47 AM
#18
Posted 28 December 2013 - 02:06 AM
#19
Posted 28 December 2013 - 02:49 AM
Is there splash damage? cause when I dropped the artillery I noticed the head got damaged but not destroyed
Will have to try this out a few times in-game
#20
Posted 29 December 2013 - 08:47 AM
Wasted Merc, on 28 December 2013 - 01:08 AM, said:
You will need 3 mechs of that weight Class with Elite skills completed to unlock the Master level on any mech in that weight class that has Elite completed, then it takes 21,500 xp to buy it which gives you another module slot on that mech.
Clear as mud now? Once you wrap your head around it it seems simple, but until you get there it's confusing as hell....

1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users