Selling Omni Mech Questions...
#1
Posted 12 October 2016 - 07:02 PM
I am inquiring some info for when I sell my Timber wolf. I have already mastered this mech and am looking to sell the c variant. Now my question is, if I strip off the head and legs to sell separate, will I rack in more credits or does it not matter. I of course will be keeping the arms and torso for experimenting with different builds.
If anyone can enlighten me with the answer to my question, that would be great.
Thanks....
#2
Posted 12 October 2016 - 07:19 PM
Even if you sell the chassis and then later sell the pods you will get the same amount of c-bills back either way.
So you cannot game the system to make extra c-bills.
#3
Posted 12 October 2016 - 07:54 PM
#4
Posted 12 October 2016 - 08:01 PM
The CT is what you're selling on an Omnimech, all other pods can be kept just like an engine or a laser.
#5
Posted 12 October 2016 - 08:46 PM
Omniseed, on 12 October 2016 - 08:01 PM, said:
The CT is what you're selling on an Omnimech, all other pods can be kept just like an engine or a laser.
^This. Why on earth would you sell a TBR-C? It's pretty great (mine is named Karen and we have had some *very* good times).
#6
Posted 12 October 2016 - 09:17 PM
Omniseed, on 12 October 2016 - 08:01 PM, said:
The CT is what you're selling on an Omnimech, all other pods can be kept just like an engine or a laser.
I have the TBR-A that also has an energy hard point and the TBR-S that has a rocket booster in mid (my fav version). The tbr-c was just so I could get my mastery, and also the TBR-A has artemis already installed....I really only need two versions, the c is just an extra really.
#7
Posted 13 October 2016 - 02:14 AM
TercieI, on 12 October 2016 - 08:46 PM, said:
Wait a minute, MINE is named Karen and we're having some *very*...OMG I knew it.
<<heads to mech lab to talk to Karen>>
Seriously, OP, you're flushing a $12 or so mech to free up a $2 mech bay. Stand by your TBR (even if she's two-timing you).
#8
Posted 13 October 2016 - 03:50 AM
Hunka Junk, on 13 October 2016 - 02:14 AM, said:
Wait a minute, MINE is named Karen and we're having some *very*...OMG I knew it.
<<heads to mech lab to talk to Karen>>
Seriously, OP, you're flushing a $12 or so mech to free up a $2 mech bay. Stand by your TBR (even if she's two-timing you).
LOL. That's what I get for ignoring her of late. My bad.
#9
Posted 13 October 2016 - 04:53 AM
Hunka Junk, on 13 October 2016 - 02:14 AM, said:
Wait a minute, MINE is named Karen and we're having some *very*...OMG I knew it.
<<heads to mech lab to talk to Karen>>
Seriously, OP, you're flushing a $12 or so mech to free up a $2 mech bay. Stand by your TBR (even if she's two-timing you).
Lolz....Yea I guess, I did grind to get the c, and I just checked to see for how much it sells and I'm getting hoodwinked for at least 7,000 creds....That's a deep hit.
#10
Posted 13 October 2016 - 06:36 AM
#11
Posted 13 October 2016 - 06:45 AM
Puerto Rock Punisher, on 13 October 2016 - 04:53 AM, said:
Lolz....Yea I guess, I did grind to get the c, and I just checked to see for how much it sells and I'm getting hoodwinked for at least 7,000 creds....That's a deep hit.
Selling mechs is rarely worth it. For good variants, keep them even if you're not in love with them currently. Mechbays cost between $1 and $2. However you value your time, rebuying mechs hurts.
#12
Posted 13 October 2016 - 07:13 AM
Have you tried the Dunali build yet? It makes me giggle whenever I get a nice up-close-and-personal map...and most of the time on the larger maps, too. It's not my highest damage mech, but it's like a mobile wrecking ball, with my best KMDD and solo kills--and component destruction galore.
#13
Posted 13 October 2016 - 07:38 AM
So... get in there cadet and shoot something!!!!!
#14
Posted 13 October 2016 - 08:16 AM
#15
Posted 13 October 2016 - 09:08 PM
Of course later selling any omnipods is tad difficult, because the intentory where you sell them, won't display their stats, or others you currently have installed, so you need to take a note about what you want to sell, and then go to inventory and sell them.
Like for example I've mastered Dire Wolf and Mist Lynx, from first one I've sold one mech and from second I've sold two. And I have lots of different omnipods for each. Not just the ones that came originally with each variant but others and more.
Some are simply extra of the same, or essentially duplicates of other omnipods(having no quirks and same hardpoints as some other variant). So it would be really tedious to look what you could sell.
Edited by Teer5, 13 October 2016 - 09:10 PM.
#16
Posted 14 October 2016 - 04:48 AM
This is a question pertaining artemis, what is better to run for lrm's. Should I go with 4 lrm-5's, 2 lrm- 10's or 2 lrm-15's. The 20's are just overkill and the tonnage is not worth it to me.
Any opinions or builds that you might like to share?
Thanks....
Edited by Puerto Rock Punisher, 14 October 2016 - 05:04 AM.
#17
Posted 14 October 2016 - 08:11 AM
From what you are said I asume you meen the with artemus varients
4 ALRM5 would reload faster than the larger launches, can be chainfired to keep the enemy shaking and disorientated, or you can alpha for a 20 damage punch which is more effective if the enemy have AMS, ALRM5 is very tight spread, especially if backed by TAG, and will mostly hit CT when chain fired.
If I was to take aLRM5 I would want 5 or 6 to get a continuous stream of missiles rather than having a second gap between shooting
The ALRM 10 are the best compromise, less spread than the 15 but not as rapid fire as the 5, but I would usuly take 5s if I had the hardpoints for 5+ ot 15s if I had the tonnage
As for the 15, it has slower cycle time than the 10 or 4 and more spread, but the spread is manageable, especialy if you chain fire for less spread, if there are 2-4 hardpoints ans is sufficient free tonnage I would usualy take 15s
Just remember the more missiles you fire at once the more they spread out
#18
Posted 15 October 2016 - 05:47 AM
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