Hi all, I have read several posts on mech skills but something is still not clear. No one speaks of differences between IS and Clan. Actually this holds in many topics across the board...
Example: it seems that I need to master basic levels on 3 mechs of same chassis in order to access elite on each of them. So if I develop basic on MDD-prime, MDD-A, and MDD-B, then I have access to MDD elite level )And get double bonus on basics). But here is the question: since clan's pods are interchangeable, do I really need to but three different clan mechs, or can I just run the same chassis using pods from other versions? After all, clan mechs costs way more than IS mechs, having to buy 3 makes for a very costly path.
Thank you for the clarification!
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5 replies to this topic
#1
Posted 27 September 2015 - 03:17 PM
#2
Posted 27 September 2015 - 03:20 PM
You can't buy the CT omnipod separately, and that's what determines which variant you're getting xp for.
So yes, you need to buy all 3.
So yes, you need to buy all 3.
#3
Posted 27 September 2015 - 03:32 PM
Thanks for the answer!
S
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#4
Posted 27 September 2015 - 03:44 PM
To elaborate further. It will end up costing you more to level up clan mechs vs IS mechs.
However, there are very few IS chassis in which you can transfer builds from one variant to the other with next to no differences.
For example I can run my TBR-Prime build (6MPL) on every other Timber Wolf with the exact same hardpoint locations if that is what I desire.
While it does not reduce the cost, it can often reduce the grief in trying to find a build that works for you. Once you get a few thousand games under your belt, time/hassle starts to outweigh the c-bill factor so I'd advise just hanging in there.
Also because of this you can sell the other two variants you do not need, thereby recouping some of the cost as well as mechbay space. Assuming you do not have nigh unlimited mechbays as some vets do.
This works very well for chassis' without CT hardpoints, but you should carefully consider which one you keep for mechs that do have CT hardpoints. For example, it does not matter which Mad Dog or Summoner you keep, but anything other than the WHK-B (M hardpoint in CT) or WHK-C (E hardpoint in CT) is irrelevant.
However, there are very few IS chassis in which you can transfer builds from one variant to the other with next to no differences.
For example I can run my TBR-Prime build (6MPL) on every other Timber Wolf with the exact same hardpoint locations if that is what I desire.
While it does not reduce the cost, it can often reduce the grief in trying to find a build that works for you. Once you get a few thousand games under your belt, time/hassle starts to outweigh the c-bill factor so I'd advise just hanging in there.
Also because of this you can sell the other two variants you do not need, thereby recouping some of the cost as well as mechbay space. Assuming you do not have nigh unlimited mechbays as some vets do.
This works very well for chassis' without CT hardpoints, but you should carefully consider which one you keep for mechs that do have CT hardpoints. For example, it does not matter which Mad Dog or Summoner you keep, but anything other than the WHK-B (M hardpoint in CT) or WHK-C (E hardpoint in CT) is irrelevant.
Edited by Lunatech, 27 September 2015 - 03:45 PM.
#5
Posted 27 September 2015 - 06:54 PM
Some clan mechs have quirks attached to the CT so look for that too. (store>select mech>view in mechlab>click on the CT omnipod to get popout) And that is subject to change in the near future so keep that in mind. May want to hold onto them for awhile after eliting and see what happens.
Edited by TheCaptainJZ, 27 September 2015 - 06:59 PM.
#6
Posted 27 September 2015 - 07:33 PM
Key point of agreement here: DO NOT SELL MECHS!
If you need more mech bays, then go grind up some rank in CW with each faction. Free mech bay at ranks 2, 6, and 10. PER FACTION. They sometimes give away mech bays, too, with contests. And if you DO go the ca$h route, many packages (including the Mastery Packs, IIRC) include mech bays for each of the included mechs. So don't sweat having to buy those.
My own embarrassing example? About two years ago, I started this (my second) account. I had to re-do everything. So, I worked my way through the RVN chassis again. RVN-2X, RVN-4X, and RVN-3L. I sold the other two. Back then, there was only one RVN worth having, the -3L. Without ECM, and being relatively slow (next to other lights), the other Ravens just weren't worth the mech bay space if you had limits to work within. SO, I sold 'em. Back then, there were virtually NO quirks. Well, I took me a little (16-month) break from MWO to explore Pandora (Borderlands is supposedly getting a major motion picture treatment, and I love that). I return, and virtually EVERY IS MECH is quirked. The LL quirks for the RVN-2X and -4X made them suddenly viable again. And here I am, with only a land-lubbing -3L. Ended up buying the Raven Mastery Pack, selling my old -3L (got a -3L(C) with the deal), and here we go.
I used to think the Huginn was junk (and before quirks, it kinda was). Now, with the SRM-4 and ballistic quirks, it's actually pretty darned good to have late in a fight. It's fast, it has JJs, and it spits missiles like a doggone machine gun.
Quirks are going to get reevaluated sooner or later, they say. Might keep the same ones and just add another layer of them, or might completely do over from scratch. We don't really know yet. And ECM is getting nerfed sooner or later, too. That's going to affect a few things (LRMs become a little more viable, PPCs a little less, Advanced Sensor Range module becomes a little more useful on long maps, etc.) that will, in turn, affect the meta tiering of mechs in this game. I'd feel like a crackhead if I dropped a particular mech for being weak because it had no ECM and was primarily a LRM spammer, only to have LRMs make a real comeback with sensor quirks on that mech as well as the ECM nerf.
Don't be a crackhead. Keep your mechs. Earn you some shiny new mech bays to hold 'em all.
If you need more mech bays, then go grind up some rank in CW with each faction. Free mech bay at ranks 2, 6, and 10. PER FACTION. They sometimes give away mech bays, too, with contests. And if you DO go the ca$h route, many packages (including the Mastery Packs, IIRC) include mech bays for each of the included mechs. So don't sweat having to buy those.
My own embarrassing example? About two years ago, I started this (my second) account. I had to re-do everything. So, I worked my way through the RVN chassis again. RVN-2X, RVN-4X, and RVN-3L. I sold the other two. Back then, there was only one RVN worth having, the -3L. Without ECM, and being relatively slow (next to other lights), the other Ravens just weren't worth the mech bay space if you had limits to work within. SO, I sold 'em. Back then, there were virtually NO quirks. Well, I took me a little (16-month) break from MWO to explore Pandora (Borderlands is supposedly getting a major motion picture treatment, and I love that). I return, and virtually EVERY IS MECH is quirked. The LL quirks for the RVN-2X and -4X made them suddenly viable again. And here I am, with only a land-lubbing -3L. Ended up buying the Raven Mastery Pack, selling my old -3L (got a -3L(C) with the deal), and here we go.
I used to think the Huginn was junk (and before quirks, it kinda was). Now, with the SRM-4 and ballistic quirks, it's actually pretty darned good to have late in a fight. It's fast, it has JJs, and it spits missiles like a doggone machine gun.
Quirks are going to get reevaluated sooner or later, they say. Might keep the same ones and just add another layer of them, or might completely do over from scratch. We don't really know yet. And ECM is getting nerfed sooner or later, too. That's going to affect a few things (LRMs become a little more viable, PPCs a little less, Advanced Sensor Range module becomes a little more useful on long maps, etc.) that will, in turn, affect the meta tiering of mechs in this game. I'd feel like a crackhead if I dropped a particular mech for being weak because it had no ECM and was primarily a LRM spammer, only to have LRMs make a real comeback with sensor quirks on that mech as well as the ECM nerf.
Don't be a crackhead. Keep your mechs. Earn you some shiny new mech bays to hold 'em all.
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