Posted 28 February 2015 - 12:19 PM
Overlord Phoenix Pack - $80:
12 mechs (3 mechs per class with one of them being the (P) variant)
HotRod cammo pattern for the Phoenix mechs
6 Colors (3 Hot Rod, 3 Phoenix)
4 Cockpit Items that provide a Loyalty Point boost when placed in the mech and fighting for that faction
Note - The Hot Rod pattern and colors were not so much early-adopter things and more along the liens of 'if enough people buy this thing, everyone who got a thing will get this'
Effective cost per mech $6.70 (rounding and not including other bennies like Premium Time, early purchase bonuses, etc.)
Clan Wave 1 - $240
24 mechs (6 mechs per class with two of them being the (I) variant)
3 Colors (Invasion)
Cockpit items and Moduels do have a value, as they cost MC and C-Bills, but have no intrinsic effect on the game that is special and, well, anybody can pick those up at any point now.
Effective cost per mech $10 (rounding and not including other bennies like Premium Time, early purchase bonuses, etc.)
Clan Wave 2 - $120
12 mechs (3 mechs per class with one of them being the (I) variant)
3 Colors (Invasion) - if you don't have it already, sorry about your bad luck
Up to 12 Colors (3 per Clan Faction)
Up to 4 Patterns (1 per Clan Faction)
Cockpit items and Moduels do have a value, as they cost MC and C-Bills, but have no intrinsic effect on the game that is special and, well, anybody can pick those up at any point now.
Effective cost per mech $10 (rounding and not including other bennies like Premium Time, early purchase bonuses, etc.)
Mad Dog Kicker
Shifts the effective cost per mech of Wave 2 to $8, as you get 3 additional mechs for buying the Man-O-War collection, but you also had to get the Masakari collection as well. This makes the effective costs of both packs together actually $9.25
Resistance Pack - $80
12 mechs (3 mechs per class with one of them being the ® variant)
Up to 18 Colors (3 per Inner Sphere Faction)
Up to 6 Patterns (1 per Inner Sphere Faction)
Cockpit items and Moduels do have a value, as they cost MC and C-Bills, but have no intrinsic effect on the game that is special and, well, anybody can pick those up at any point now.
Effective cost per mech $6.70 (rounding and not including other bennies like Premium Time, early purchase bonuses, etc.)
Urbanmech - $40
3 mechs
1 Pattern
Cockpit items and Moduels do have a value, as they cost MC and C-Bills, but have no intrinsic effect on the game that is special and, well, anybody can pick those up at any point now.
Effective cost per mech $13.30 (rounding and not including other bennies like Premium Time, early purchase bonuses, etc.)
Clan Wave 3 - $120
12 mechs (3 mechs per class with one them being the (I) variant)
3 Colors (Invasion) - if you have it already, sorry about your bad luck
Up to 12 Colors (3 per Clan Faction) - if you have it already, sorry about your bad luck
Up to 4 Patterns (1 per Clan Faction) - if you have it already, sorry about your bad luck
Cockpit items and Moduels do have a value, as they cost MC and C-Bills, but have no intrinsic effect on the game that is special and, well, anybody can pick those up at any point now.
Effective cost per mech $10 (rounding and not including other bennies like Premium Time, early purchase bonuses, etc.)
I dunno which one is the better value really. I am not taking things like Premium Time, Early Purchase/Pre-Order bonuses, Cockpit Items, Colors, Patterns or the like into account and I am certainly not taking the Loyalty Reward mechs into account either...
That said, it still seems you get more bang for your buck with Inner Sphere packages, but Clan Mechs do not require as much money for upgrades (internals, armor and DHS) or engines.