So the quirks have arrived, yay! But with 119 total mechs, 89 of them being IS that means a whole lotta reconfiguration going on.
I have some spare parts, the question is how do I refit 89 mechs while buying the least amount of equipment? In other words what mechs should I strip and refit first in order to maintain a supply of parts to refit he next and so on and so on?
Given this question, can anyone think of a general rule of thumb that would make sense? Something like mechs with most hardpoints/or variety of hardpoints first?


Gonna Need A Bigger Spreadsheet
Started by Ted Wayz, Nov 05 2014 06:59 PM
3 replies to this topic
#1
Posted 05 November 2014 - 06:59 PM
#2
Posted 05 November 2014 - 07:35 PM
Yes, but pay attention, it's complicated.
Fix the mechs you like the most.
Fix the mechs you like the most.
#3
Posted 05 November 2014 - 07:58 PM
Got me-- I only own 7 Mechs
But Radar Deprivation is the most important
I just stripped off all my cool down modules except one
I have to take each Mech to the training grounds and test them with and without the cool down modules
The same with range
I can’t imagine 119 Mechs
But Radar Deprivation is the most important
I just stripped off all my cool down modules except one
I have to take each Mech to the training grounds and test them with and without the cool down modules
The same with range
I can’t imagine 119 Mechs
#4
Posted 05 November 2014 - 09:01 PM
This thread has the spreadsheet of all the quirks:
http://mwomercs.com/...he-test-server/
Take that spreadsheet and then build a pivot table based on the number of occurrences of particular quirks vs the mech chassis you own.
http://mwomercs.com/...he-test-server/
Take that spreadsheet and then build a pivot table based on the number of occurrences of particular quirks vs the mech chassis you own.
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