Jump to content

- - - - -

Upgrades Improvements Don't Show In Mech Stats

Help Me

9 replies to this topic

#1 PAKFA

    Rookie

  • Knight Errant
  • 2 posts

Posted 03 January 2017 - 01:49 AM

I just started MWO yesterday. Toay I bought my 1st mech and now I unlocked 2 mech skills on it, Cool Run and Heat Containment and I can't see any improvements in my mech stats anywhere...

Also the pilot skill CL. ERM Laser Cooldown is now 2/5. Again no change in stats, not even in Quirks Summary.

Not to mention how confusing the mech parts are named, like the weapon is called C-ER MED Laser in Mechlab and the upgrade for it CL. ERM Laser... unless I'm mistaken here or something.

Can someone help me here and clarify these things for me? I did searched both the forums and on the net, but did find anything specific for my dilemmas.

Edited by PAKFA, 03 January 2017 - 01:50 AM.


#2 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 03 January 2017 - 01:59 AM

You are correct, "some" skill improvements do not show on the Mech stats, but they do work.

The skill tree is being wiped out and completely redone with the next patch (this has been a LONG time coming) and from what I understand the new system will show completely.

Modules are mostly being wiped out too (you will get your cbills refunded and your GXP / MXP refunded as GXP).

This said, until that time... trust that these traits do work.

I agree the naming convention sucks as someone shorthanded one way or the other. Again, they're all being dropped in the upcoming patch.

Welcome to MWO; expect that huge patch about mid-month.

What to look forward to:
Dropping the "must have 3 variants to master a 'Mech".
Skill tree will have an insane amount of options, of which you can choose any "75" of them before you 'max' it out.
Multiple copies of the same 'Mech can be 'developed' on the skill tree differently to produce a very different 'result' (and give you a reason to have more than one if you wanted).
"Choose your own quirks" is what the skill tree amounts to, with a "unique skill tree for every 'Mech".

#3 PAKFA

    Rookie

  • Knight Errant
  • 2 posts

Posted 03 January 2017 - 02:21 AM

Thanks for the quick reply. These are really good news indeed. Posted Image

#4 Boulangerie

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 477 posts

Posted 04 January 2017 - 02:20 AM

Also, just to add, that make sure you have purchased the Clan ERML range module and equipped it to your mech. You can swap this from mech to mech, so you probably only need one. You can also unequip it if your mech is dead and waiting to drop again (stuck in a match), and place it into another mech.

The stats on the weapons don't update for pilot skills (weapon modules) and also don't show the effects of any quirks on the mech, you'll have to do the math yourself, or use a 3rd party resource like Smurphy :)

#5 xPAKFAx

    Member

  • PipPip
  • Mercenary
  • 20 posts

Posted 06 January 2017 - 07:03 AM

View PostKoniving, on 03 January 2017 - 01:59 AM, said:

You are correct, "some" skill improvements do not show on the Mech stats, but they do work.

The skill tree is being wiped out and completely redone with the next patch (this has been a LONG time coming) and from what I understand the new system will show completely.

Modules are mostly being wiped out too (you will get your cbills refunded and your GXP / MXP refunded as GXP).

This said, until that time... trust that these traits do work.

I agree the naming convention sucks as someone shorthanded one way or the other. Again, they're all being dropped in the upcoming patch.

Welcome to MWO; expect that huge patch about mid-month.

What to look forward to:
Dropping the "must have 3 variants to master a 'Mech".
Skill tree will have an insane amount of options, of which you can choose any "75" of them before you 'max' it out.
Multiple copies of the same 'Mech can be 'developed' on the skill tree differently to produce a very different 'result' (and give you a reason to have more than one if you wanted).
"Choose your own quirks" is what the skill tree amounts to, with a "unique skill tree for every 'Mech".

Can someone answer me this: if the next patch is supposed to come this month and have this change made about "
Dropping the "must have 3 variants to master a 'Mech", then I'm thinking that maybe I should not buy more than one model of the same Mech now, since I just started and don't have enough credits to buy so many copies of one.

So the question is should I buy different Mechs and wait for the patch or do it the old way still?

#6 Boulangerie

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 477 posts

Posted 06 January 2017 - 07:40 AM

View PostxPAKFAx, on 06 January 2017 - 07:03 AM, said:

Can someone answer me this: if the next patch is supposed to come this month and have this change made about "
Dropping the "must have 3 variants to master a 'Mech", then I'm thinking that maybe I should not buy more than one model of the same Mech now, since I just started and don't have enough credits to buy so many copies of one.

So the question is should I buy different Mechs and wait for the patch or do it the old way still?

Well, we honestly have no idea when this change is coming. It could go through a month long testing process and hit in a couple of patches as well. My best guess is sometime between February and May. This game has monthly patches right now, so a minor delay is actually on the month scale.

As far as how this affects your mech purchasing plans, what mechs are you working on? Some of them have multiple good/fun variants. If you have the mechbays to spare, I'd suggest you still get the 3 copies of one mech for now depending on what you are working on. You'll have the benefit of an upgraded mech/mechs for possibly a few months, and you'll also get all that XP spent on the trees refunded as a type of general XP for skilling up a mech once the change happens.

#7 nehebkau

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,386 posts
  • LocationIn a water-rights dispute with a Beaver

Posted 06 January 2017 - 07:43 AM

View PostxPAKFAx, on 06 January 2017 - 07:03 AM, said:

Can someone answer me this: if the next patch is supposed to come this month and have this change made about "
Dropping the "must have 3 variants to master a 'Mech", then I'm thinking that maybe I should not buy more than one model of the same Mech now, since I just started and don't have enough credits to buy so many copies of one.

So the question is should I buy different Mechs and wait for the patch or do it the old way still?


Hi!
And welcome. While the new skill tree changes are, we have been told, coming out in Feb -- don't bet on it. A new skill system is quite involved and you can expect that it will probably get bumped back.

Regarding your mech skill questions: Individual mech skills in the mech tree, like cool-run, fast fire etc. Directly affect your mech but don't show up on any of the mech stat screens. Initially you don't notice much change but once you completely fill the 2nd tier of mech skills (Speed tweak, Quick Ignition, fast fire and pinpoint) you get 2x to your first tier skills and then you really notice a difference.

As for the weapon skills, you mentioned ERLL specifically, those only apply to purchased modules. You have to buy the module in the mech-customization screen and install it onto your mech to get the benefit. Modules run, on average at $3,000,000 cbills each. (you are paying GXP to unlock the ability to purchase a module for your mech)

If you are spending your GXP on pilot skills I would recommend unlocking your pilot modules first, specifically the consumable modules like cool-shot, UAV etc. They cost much less initially. After that get some KEY support modules like Radar Deprivation and seismic sensor. Again, these are spending GXP to be able to purchase modules that you can install on your mech.

Remember, PGI has said that with the sill tree change all mech and gxp that you spend as well as any cbills you spend on modules will be refunded when the change comes about so don't worry about upgrading. Lastly, PGI has said that the 3 mech rule will still play a role in the new skill tree.

Edited by nehebkau, 06 January 2017 - 07:44 AM.


#8 xPAKFAx

    Member

  • PipPip
  • Mercenary
  • 20 posts

Posted 06 January 2017 - 07:49 AM

I just got my Grasshopper GHR-5H with most of the upgrades done and now I thinking of going Rifleman. I also like Battlemaster.

The thing is I get bored grinding the same Mech 3 times in 3 slightly different variants.


@ nehebkau: I see. So in your opinion it's better to make 1 Mech elite than buy 3 different ones and just upgrade them to basic?

I just want to get as fast as possible into casual CW with 4 owned Mechs, not rentals.

#9 nehebkau

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,386 posts
  • LocationIn a water-rights dispute with a Beaver

Posted 06 January 2017 - 08:13 AM

View PostxPAKFAx, on 06 January 2017 - 07:49 AM, said:

I just got my Grasshopper GHR-5H with most of the upgrades done and now I thinking of going Rifleman. I also like Battlemaster.

The thing is I get bored grinding the same Mech 3 times in 3 slightly different variants.


@ nehebkau: I see. So in your opinion it's better to make 1 Mech elite than buy 3 different ones and just upgrade them to basic?

I just want to get as fast as possible into casual CW with 4 owned Mechs, not rentals.


To elite you have to get all 3 variants to a basic level first... that is the way the game works. I was trying to say that the basics don't do too much until you elite a mech at which point you get 2x your basic values and then you really notice a change. Getting a mech's T2 completed is critical to having the mech perform well -- getting the extra module slot from mastering it isn't as important.

Pick the mech you want to play, basic 2 other variants of that mech then basic and elite the mech you want to play in CW.

Likewise with modules you will find seismic sensor and radar deprivation, advanced UAV, cool-shot, artillery/air strike are far more valuable to your performance than getting the large-laser range 5 module. In fact, Radar Deprivation should be among the highest module on your list to unlock.

Edited by nehebkau, 06 January 2017 - 08:15 AM.


#10 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 06 January 2017 - 09:38 AM

View PostxPAKFAx, on 06 January 2017 - 07:49 AM, said:

I just got my Grasshopper GHR-5H with most of the upgrades done and now I thinking of going Rifleman. I also like Battlemaster.

The thing is I get bored grinding the same Mech 3 times in 3 slightly different variants.


@ nehebkau: I see. So in your opinion it's better to make 1 Mech elite than buy 3 different ones and just upgrade them to basic?

I just want to get as fast as possible into casual CW with 4 owned Mechs, not rentals.

Okay evidently Feb not January.

It really depends on how much you like specific 'Mechs and CW/FW/whatever they are calling it now. If you like a specific chassis enough there's no reason not to buy more than one for CW, or after that patch even more than one of the exact same variant (as you will be able to level them up differently).

I'm personally still gonna collect 'Mechs so it doesn't phase me any.

However, your name is still blue and such... heck ideally you wouldn't 'get' your first owned 'Mech until your name stops being blue (25 matches).

Since you are in a big rush, I suggest 55 tonners. Specifically M variants (Marik variants tend to have all the upgrades already due to Mariks in lore having stayed out of most of the fighting in the Four Succession Wars preceding the invasion; in fact during the Clan Invasion the Mariks spend most of their time selling their stuff to the other factions.) Anything that already comes with XL engines and Double Heatsinks; as it's cheaper to buy mechs that come with them than to put them on 'Mechs. A decent XL 275 engine alone costs as much or more than most 50 to 55 ton 'Mechs, and the four major 55 tonners all have a variant that comes with this stock for an additional 'half' (1.5x) the price or less of the other variants.

Also good to consider are certain 50 tonners. Some come with XL engines. But if you wanna go really economical, the Crab and the Hunchback require very little 'upgrading'; just double heatsink them and they can be ready to roll to make you more money. Enforcers and Centurions are close secondary ideas.

This is all assuming you're going Inner Sphere.
If you're going Clan, initial costs are higher but ultimately you're paying less than most 'Mechs that you have to do major upgrades to. There I don't have any specific recommendations.

Either way, you can't go wrong with at least one 85 ton 'Mech.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users