C-Bill Generation
#1
Posted 30 December 2016 - 02:11 PM
Did a few FW attacks and got 500k on a loss but it takes a while to get the games going.
I guess I'm more interested in time vs money generation. Let me know.
#2
Posted 30 December 2016 - 02:16 PM
Grus, on 30 December 2016 - 02:11 PM, said:
Did a few FW attacks and got 500k on a loss but it takes a while to get the games going.
I guess I'm more interested in time vs money generation. Let me know.
Premium time goes a long way, and right now was/is the best time to buy. Yesterday MC was on for bonus 20%, which meant $30 USD got you enough MC to buy 6 months premium time today (50% off sale)
Edited by Vxheous Kerensky, 30 December 2016 - 02:17 PM.
#3
Posted 30 December 2016 - 03:04 PM
#4
Posted 30 December 2016 - 03:13 PM
Also make sure you are spotting targets first (try be up the front lines early). Killing UAVs (ensure you have CAP to be able to target them). All those small things also matter.
Scouting pay poorly.
FP (while it's QP mode). I make 1mill cbills at a min each match and that isn't even dropping streaks. If I did, I reckon it could be 1.4mil easy.
Edited by justcallme A S H, 30 December 2016 - 03:14 PM.
#5
Posted 30 December 2016 - 03:24 PM
#6
Posted 30 December 2016 - 03:25 PM
So basically if you have 8+ competent friends, in it for the long haul, FP might be better, but if you have to PUG it and can't consistently pull 2k+ dmg... I would do QP...
Streak dog is good, but queue for heavies suck...
#7
Posted 30 December 2016 - 03:39 PM
#8
Posted 30 December 2016 - 03:45 PM
Grus, on 30 December 2016 - 03:39 PM, said:
If you already own the Mad Dog with 6 missle hardpoints (I think you mentioned running a 6 Lrm 5 + Artemis build), you don't need a new mech....just remove any lasers and use the missle hard points for Streak 6's (or 4's...matter of taste) Just fire in groups of 3 to avoid ghost heat and profit.
Edited by Marquis De Lafayette, 30 December 2016 - 03:46 PM.
#9
Posted 30 December 2016 - 03:49 PM
#10
Posted 30 December 2016 - 04:14 PM
#11
Posted 30 December 2016 - 04:54 PM
I go for max target acquisition so i have:
CAP
TAG
TC I
ARTEMIS
Dows this mean i pack less ammo than some other guys? Prolly... but i get near inta-locks in optimal situations.
I also, usually run the ssrm6 cooldown and range modules... much to the chagrin of lights thinking 390m is safe.
#12
Posted 30 December 2016 - 04:59 PM
MovinTarget, on 30 December 2016 - 04:54 PM, said:
I go for max target acquisition so i have:
CAP
TAG
TC I
ARTEMIS
Dows this mean i pack less ammo than some other guys? Prolly... but i get near inta-locks in optimal situations.
I also, usually run the ssrm6 cooldown and range modules... much to the chagrin of lights thinking 390m is safe.
#14
Posted 30 December 2016 - 08:10 PM
MovinTarget, on 30 December 2016 - 04:54 PM, said:
I go for max target acquisition so i have:
CAP
TAG
TC I
ARTEMIS
Dows this mean i pack less ammo than some other guys? Prolly... but i get near inta-locks in optimal situations.
I also, usually run the ssrm6 cooldown and range modules... much to the chagrin of lights thinking 390m is safe.
Only TAG and Artemis out of the four you listed are helpful for reducing target lock time. TCs and BAP/CAP don't help for that.
#15
Posted 30 December 2016 - 08:21 PM
#16
Posted 30 December 2016 - 09:00 PM
Grus, on 30 December 2016 - 02:11 PM, said:
Did a few FW attacks and got 500k on a loss but it takes a while to get the games going.
I guess I'm more interested in time vs money generation. Let me know.
You should rephrase this, it should be the "complete finished product game generation" vs the "free to play generation". Many of us old Battletech fans remember when the video games we played were "finished" products, or at least we thought so since we had no contact with the developers and we had no insight into the development process. This was good and bad, it was good, because developers could not get us to buy "early access" to unfinished products, but it was bad because we had no input into the development of the finished product. It is up to you to decide which is better, but what we have now is the reality" Time or Money", very few have both.
Edited by S0ulReapr, 30 December 2016 - 09:02 PM.
#17
Posted 30 December 2016 - 09:36 PM
Lyoto Machida, on 30 December 2016 - 08:10 PM, said:
Only TAG and Artemis out of the four you listed are helpful for reducing target lock time. TCs and BAP/CAP don't help for that.
I would not say cap/bap don't help since it will negate one nearby ecm that would otherwise prevent your locking at all. Try taking on a Pirates Bane at point blank. Even with tag, you can't get a lock, only if you get out from under its influence. So yes, split hairs, but it can assist with getting lock for that reason. It also allows you to get locks on overheated/powered down mechs more easily. My point was, to bring all the fixin's or run the risk of being nullified.
Edited by MovinTarget, 30 December 2016 - 09:36 PM.
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