Advanced Zoom Unavailable
#1
Posted 01 February 2015 - 02:05 AM
Anyway, back to the question.
Ok, so i have gone to do a bit of configuring on one of my recently bought Mechs and i have tried to purchase the Advanced Zoom that costs 2,000,000 c-bills. However, it is locked out.
Can someone tell me why this is please?
#2
Posted 01 February 2015 - 02:07 AM
#3
Posted 01 February 2015 - 02:15 AM
Edited by DEMAX51, 01 February 2015 - 02:15 AM.
#4
Posted 01 February 2015 - 02:27 AM
Jeez that's gonna take ages to get 5000 gxp to unlock it first
#6
Posted 01 February 2015 - 03:08 AM
Capital Punishment, on 01 February 2015 - 02:27 AM, said:
Jeez that's gonna take ages to get 5000 gxp to unlock it first
If I may humbly suggest smth when you are grinding and have limited cash. Think seriously about skipping advanced zoom and grinding straight for:
- redar deprivation = invisivility module - dissapear from LRMs when going off their LOS
- seismic sensor = wall hack - showing movement around you, behind walls and other terrain in certain radius << really cool stuff!
These two modules will improve your game and survivability significantly.
Unless you like sniping and long range, then ignore above, get vision and have fun
Edited by DarkExar, 01 February 2015 - 03:10 AM.
#7
Posted 01 February 2015 - 03:25 AM
DarkExar, on 01 February 2015 - 03:08 AM, said:
If I may humbly suggest smth when you are grinding and have limited cash. Think seriously about skipping advanced zoom and grinding straight for:
- redar deprivation = invisivility module - dissapear from LRMs when going off their LOS
- seismic sensor = wall hack - showing movement around you, behind walls and other terrain in certain radius << really cool stuff!
These two modules will improve your game and survivability significantly.
Unless you like sniping and long range, then ignore above, get vision and have fun
They're not quite as powerful as you make them out to be, but they are probably the two most useful modules overall.
Radar deprivation is canceled out by target decay, which any experienced LRM user will have equipped, so if you're bad at avoiding LRMs this isn't going to save you. It's most useful in higher level gameplay for preventing the enemy from tracking you and getting a readout on your mech easily.
Seismic sensor is useful for spotting enemy movement near you, but you have to be standing still for it to work, and jumping mechs aren't detected by seismic sensor as long as they're not in contact with the ground. It does however give a good indication of what kind of mechs you can expect to see. The heavier/faster a mech is, the bigger the seismic blips will be.
#8
Posted 01 February 2015 - 04:44 AM
Satan n stuff, on 01 February 2015 - 03:25 AM, said:
Radar deprivation is canceled out by target decay, which any experienced LRM user will have equipped, so if you're bad at avoiding LRMs this isn't going to save you. It's most useful in higher level gameplay for preventing the enemy from tracking you and getting a readout on your mech easily.
Seismic sensor is useful for spotting enemy movement near you, but you have to be standing still for it to work, and jumping mechs aren't detected by seismic sensor as long as they're not in contact with the ground. It does however give a good indication of what kind of mechs you can expect to see. The heavier/faster a mech is, the bigger the seismic blips will be.
Thanks for detailed description, I just simplified it to get basic impression. On the usage I have bit different opinion though, which i guess comes from the play style. Namely that deprivation actually works very well in even basic PUGing on scout, harasser, flanker. It helps just staying low lurking behind terrain. Still many ppl bring LRMs as easiest and safest long range way to deal dmg (on non developed-up boats - no decay). Popping in-and-out make them waste a lot of ammo. In organized drops (CW especially) you usually have friendly ECMs cover implemented so deprivation is like a double safe warranty.
With seismic situational awareness improves tremendously. Indeed it takes a moment to learn how to use it, but after some time you always know when (and where!) to stop and get that "round the corner" movement info. Flying jumpers you mentioned also need to land somewhere, and you just need one "BLIP" to know that there is something incoming. On tourmaline and viridian it just shines.
I am a great fan of both anyway
#9
Posted 01 February 2015 - 07:09 AM
Capital Punishment, on 01 February 2015 - 02:27 AM, said:
Jeez that's gonna take ages to get 5000 gxp to unlock it first
And if you looked closely you'll see it's actually one of the cheapest (non-weapon) modules.
#10
Posted 01 February 2015 - 07:24 AM
The key for me was to find a mech I liked and I stuck to it. I got the 3 variants through the elite skill sets; by the time I finished that goal I had so much GXP, I didn't know what to do with It all. Just have fun! GXP, C-bills, MC, mechbays, and premium time will all happen in time if you don't put much thought into them at first. Focus on your mech, build and tactics.
Edited by Finkledbody, 01 February 2015 - 07:25 AM.
#11
Posted 01 February 2015 - 08:42 AM
However, when you begin playing it's rather easy to get a good number of the Achievements, many of which give you bonus GXP, so that helps.
#12
Posted 01 February 2015 - 05:31 PM
#13
Posted 05 February 2015 - 04:44 PM
#14
Posted 05 February 2015 - 04:55 PM
1) opens up the game for effective long range fire- you can not only hit a target far away more easily, but you can possibly pick a location if the target's not moving much. Very nice for ERLLs, ERPPCs, etc.
2) You can see the mechs better from far away. Why are we playing this game if not to see mechs?
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users