I'm a newbie to the game. I've done the first 25 missions without spending anything, so I'm sitting on 20m c-bills, and I'm wondering how I should spend them on my own actual mechs (given that I'm not ready to drop actual cash into the game yet).
I'd like some advice about which mechs I should buy with my resources (again assuming that I'm a F2P player). I'm still not remotely familiar with the meta-game-play or even any game-play past "quick-play". I'll list some of my newbie observations and preferences, and, hopefully, someone more learned in this game can help me decide what actually matches my tastes.
The 3 mechs I've played the most thus far are Stormcrow, Hunchback, and Arctic Cheetah.
Here's my initial impressions of these mechs so far:
Stormcrow: Of the mechs I've played, I like this one the most, but the prices are obscene. I'm vaguely aware that I need to buy 3 of each type. I can almost afford 2 of these, but farming the c-bills for the 3rd seems huge to me at this point since I'm so crappy a pilot, I tend to make only 30k-60k a match. I really love its mobility, and I love that the default build is a laser-boat, but I have no idea if it's realistic to think that'll I'll grind enough c-bills in short order to "open" up the bonuses (which I'm still not actually sure "how they work"/"what they do").
Hunchback: I've been using this one a lot due to the recommendations that I've seen, but so far I don't like it that much. I like the fact the default is a laser-boat, but I hate the actual layout on the mech. It actually has too many lasers, and they're all in a location that's easily knocked out. I've had several matches where all I'm left with is the single laser in the head. It's also painfully slow to me. I've not gotten the hang of piloting and aiming yet. I know that I'll improve over time, but still, the mech is so agonizingly slow! A plus is the fact that it's cheap as hell and would allow me to have enough money to buy 3 more of another inner sphere mech (about which I have another newbie question later on).
Arctic Cheetah: I straight up love driving this mech! It's fast. The jumpjets get me over obstacles, I can circle many enemy mechs faster than they can turn their torsos, yet I'm not good enough with aiming to do much with the default load-out of 5 er-small lasers. I mostly run around and try to target with this guy and hope some LRM boat hits my target before I die. It's pricey too, but I can afford 3 just barely. Would I be too crippled financially if I start off buffing this one?
I've tried a few other mechs, but I tend to ineffectually die in them since I'm not yet used to missile targeting and ammo conservation (and appropriate weapon group switching). The few observations I have for the heavies and assaults I've.tried using is that they're slow and by the time I notice someone pummeling me, it's too late to turn around and do anything about it.
A meta-issue with all of this is the fact that I don't really know how the upgrade system works. I know that skills are unlocked for each mech and then for each mech type, but then there's this "module" thing which I don't quite understand. I've gathered that modules can be earned by "eliting" 3 mechs in a ton-age class, but I still don't understand fundamentally how the "modules" operate. Am I supposed to earn 1 module per ton-age class for a maximum of 4 modules (if so, am I best off just eliting 4 classes of inner sphere mechs to start off with?)? Am I able to equip all the modules I earn across all classes, or is it class specific?
So given this giant pile of text, what do people think I should spend my resources on? (Also, I've not started the whole faction play part, so I have absolutely no clue what I'm supposed to aim for in that particular area either.)
Another question....are there guilds/clans or something to join so I can chat with a more local "community" to get gaming tips? There's nothing obvious that I see in the main page which seems strangely lacking for this sort of game.
Edited by Hugh Chardon, 23 February 2016 - 01:41 AM.