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Mechxp Useless?


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#1 maniacos

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Posted 10 May 2014 - 12:22 PM

What are MechXP for, when one has all skills set on a chassis? I have 60k and counting but no use for them. Can they be traded or converted into GXP?

#2 Malcolm Vordermark

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Posted 10 May 2014 - 12:23 PM

Yes, it can be converted into GXP but that costs MC.

Edited by Rouken, 12 May 2014 - 11:07 AM.


#3 Xiphias

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Posted 10 May 2014 - 12:25 PM

They can be converted to GXP by spending MC (real money). They are usually periodic sales where you can convert at half the cost.

For my part, I have a Jenner with > 1,000,000 XP so I'm hoping they add more to the mech tree at some point.

#4 maniacos

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Posted 10 May 2014 - 12:36 PM

View PostXiphias, on 10 May 2014 - 12:25 PM, said:

They can be converted to GXP by spending MC (real money). They are usually periodic sales where you can convert at half the cost.


lol I should have guessed...

Quote

For my part, I have a Jenner with > 1,000,000 XP so I'm hoping they add more to the mech tree at some point.


But you need them on all variants...

#5 luxebo

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Posted 10 May 2014 - 01:12 PM

View PostJherek C, on 10 May 2014 - 12:36 PM, said:

But you need them on all variants...

MXP can be transferred into GXP from any variant. You want MXP to unlock your mech skills, which makes the mech tons better. Here's a quick guide to help you on this: http://mwomercs.com/...53#entry3172653

#6 maniacos

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Posted 10 May 2014 - 01:41 PM

View Postluxebo, on 10 May 2014 - 01:12 PM, said:

You want MXP to unlock your mech skills, which makes the mech tons better.


I know that, I have all skills unlocked

#7 Blue Drache

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Posted 10 May 2014 - 01:42 PM

*shrug* Use it as an e-peen measurement ...

Or at least how much time you waste in the mech.

#8 Xiphias

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Posted 11 May 2014 - 11:07 PM

View PostJherek C, on 10 May 2014 - 12:36 PM, said:

But you need them on all variants...

Yeah, not really a problem. The F is my favorite, but I've played plenty on the others.

#9 VXJaeger

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Posted 11 May 2014 - 11:35 PM

View PostXiphias, on 10 May 2014 - 12:25 PM, said:

For my part, I have a Jenner with > 1,000,000 XP so I'm hoping they add more to the mech tree at some point.

My epeen is bigger, I have 1,600,000XP on my Misery ;)

#10 KuroNyra

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Posted 11 May 2014 - 11:47 PM

View PostVXJaeger, on 11 May 2014 - 11:35 PM, said:

My epeen is bigger, I have 1,600,000XP on my Misery B)

Something to compensate about? ;)

#11 VXJaeger

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Posted 11 May 2014 - 11:49 PM

View PostKuroNyra, on 11 May 2014 - 11:47 PM, said:

Something to compensate about? ;)

Yeah, lack of Life™ B)

#12 maniacos

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Posted 11 May 2014 - 11:54 PM

View PostXiphias, on 11 May 2014 - 11:07 PM, said:

Yeah, not really a problem. The F is my favorite, but I've played plenty on the others.


The F is the easiest (75k MXP on it now) but the D-variant can be played well too. However I quite find the K useless, it's like a disabled D, no idea why it is in the game at all, they should have made it ballistic instead of 1 missile HP at least... while the Oxide is overpowered.

Edited by Jherek C, 11 May 2014 - 11:56 PM.


#13 mailin

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Posted 12 May 2014 - 07:11 AM

Jenner K has an extra module slot. Don't discount this. Also, my epeen is bigger. 2.5 mill extra in Spider 5D, 1.7 mill in Raven 3L. What really sucks is that I also have 100k+ GXP after I used as much as I could on module upgrades. It gets to the point where you just shrug and don't worry about the wasted GXP or MXP.

#14 Xiphias

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Posted 12 May 2014 - 08:25 PM

View PostJherek C, on 11 May 2014 - 11:54 PM, said:


The F is the easiest (75k MXP on it now) but the D-variant can be played well too. However I quite find the K useless, it's like a disabled D, no idea why it is in the game at all, they should have made it ballistic instead of 1 missile HP at least... while the Oxide is overpowered.

The F probably has the highest skill cap, but it is definitely the best against heavier targets. The D is the best light vs light mech. The Oxide is terrible against heavy targets, but decent against lights. It will lose to a good D or F pilot though. It's certainly not overpowered.

#15 IraqiWalker

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Posted 12 May 2014 - 08:59 PM

View PostJherek C, on 11 May 2014 - 11:54 PM, said:


The F is the easiest (75k MXP on it now) but the D-variant can be played well too. However I quite find the K useless, it's like a disabled D, no idea why it is in the game at all, they should have made it ballistic instead of 1 missile HP at least... while the Oxide is overpowered.

The K has more module slots, and with the reduced hardpoint space, that means more weight for heatsinks or other things like that.

Basically when I build the D and K in an almost identical build (4ML+Streaks) the K will fire fewer streaks per shot, but have more heatsinks, meaning I will be finger more often and without risk of over heating quickly.

#16 Koniving

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Posted 12 May 2014 - 09:09 PM

View PostBlue Drache, on 10 May 2014 - 01:42 PM, said:

*shrug* Use it as an e-peen measurement ...


Back in October, 2013, I used my MXP to convert to GXP from one mech and unlocked every module though I've yet to touch most of them due to lack of cbills. This was slightly before the weapon range modules, though.

How long does that make mine?

#17 maniacos

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Posted 12 May 2014 - 11:39 PM

View PostIraqiWalker, on 12 May 2014 - 08:59 PM, said:

The K has more module slots, and with the reduced hardpoint space, that means more weight for heatsinks or other things like that.

Basically when I build the D and K in an almost identical build (4ML+Streaks) the K will fire fewer streaks per shot, but have more heatsinks, meaning I will be finger more often and without risk of over heating quickly.


Only the F gets me hot sometimes (still practicing proper heat management), the D has no problems with it even on Mordor. And if I am brave, I can get the D to 38 damage, that's 8 points more than F. I still play the F mostly however because I like laser lights.

View PostKoniving, on 12 May 2014 - 09:09 PM, said:


Back in October, 2013, I used my MXP to convert to GXP from one mech and unlocked every module though I've yet to touch most of them due to lack of cbills. This was slightly before the weapon range modules, though.


Btw, I find the weapon range skills somehow "magic" (not to call them cheat). I unlocked them too but, why should experience physically enhance the range of a laser?

#18 Koniving

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Posted 13 May 2014 - 08:00 AM

View PostJherek C, on 12 May 2014 - 11:39 PM, said:

Btw, I find the weapon range skills somehow "magic" (not to call them cheat). I unlocked them too but, why should experience physically enhance the range of a laser?


Technically, anything in the "pilot skills" is supposed to be you learn what you're talking about, meet some dudes in a bar, and someone says "I've got some illegal black after-market enhancements for your medium pulse lasers. 6,000,000, meet me in a dark alley, tell no one, bring no one... and if you don't have the money we'll kill you."

The mech skills, basically you have some experience, watch the techs, and then you learn that if you clean the heatsinks once in a while they'll cool faster.

However I'd prefer weapon variants over "modules" any day of the week.

#19 AlmightyAeng

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Posted 13 May 2014 - 08:00 AM

OP...once you've mastered a chassis, if you feel like spending ZERO cash money...then yes...Mech XP is then useless to you.

#20 Bigbacon

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Posted 13 May 2014 - 09:08 AM

should allow you to exchange it for c-bills but as some huge rate. like 1000 XP per 25,000-50,000 cbills





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