Greyrook, on 20 July 2012 - 08:06 AM, said:
Once you buy an item, you have it till you sell it...You will probably have to repair it though...
deadeye mcduck, on 20 July 2012 - 08:11 AM, said:
There is no salvage
Jacob Davion, on 20 July 2012 - 08:32 AM, said:
No weapons at all
Cheveyo, on 20 July 2012 - 09:20 AM, said:
BattleMech Efficiencies
this is the basic layout of the tree for any of the ’Mechs or variants that we launch with (or when we initially introduce the base model and chassis of any brand new ’Mech). Players need to spend XP to unlock all of the upgrades on each tier in order to be able to access the next tier. The jump jet related upgrades on tier 4 would be removed for any ’Mech that doesn’t have jump jets. In order to access Elite I, the player needs to not only unlock all upgrades on tiers 1-4 of this model, but they have to do the same for every initial variant. After they access and spend XP to unlock Elite I, tier 5 is then accessible for all initial variants. Elite II is accessed in a manner similar to Elite I. The player must have unlocked tier 8 on each of the initial variants.
Does that mean that a pilot is forced to buy and play every different chassis of a mech to be able to fully upgrade his preferred chassis?
http://mwomercs.com/...le-warfare-cont
Your answer is actually in the paragraph above the one you quoted
Experience Points (XP)
"XP is a cumulative point system used to unlock BattleMech Efficiencies by performing in game actions correctly. All earned XP is divided by a percentage between General XP and BattleMech Chassis XP.
General XP can be spent on any BattleMech efficiency, while BattleMech Chassis XP can only be earned on the current active player BattleMech."
So you can play your favorite the whole time. But you won't level the ones you don't like as fast, since you are only spending general on the ones you don't like.. (instead of spending both general AND "earned" with that mech XP)...At least that is how I am reading it.. Assuming the Devs haven't changed it, or I am reading it wrong
SKiD07, on 20 July 2012 - 10:14 AM, said:
The reason for this question is that it may not always be possible to be in the appropriate 'mech for any given match due to weight limitations or there being too many of one type on a team necessitating a change in role to keep the team stable without sacrificing hard earned skills in another role.
Also, as far as 'mech warfare is concerned, how is damage handled with the legs of a mech?
In Mechwarrior 2 if a 'mech lost a leg it could still move forward on one leg by hopping but at a slower pace and could not move in reverse, however, in Mechwarrior 3 as a 'mech's leg was damaged it would eventually affect the performance of the leg on the 'mech's speed till it was blown off which at that point would cause the 'mech to become unbalanced in fall over, while in Mechwarrior 4 if a 'mech's leg was "destroyed" it would still be there causing the mech to drag the crippled leg.
Also, I believe in the Battletech simulators that Virtual World offered at its venues back in '94 (been a long while) it was possible to have both legs blown off and still be in the game without the ability to move or rotate the torso forcing you to have to eject or kindly ask someone to come find you and finish you off.
I was also thinking of another gameplay element, Economic Warfare, that could make things interesting later down the road. The idea would be to affect a faction's supply of readily available hardware and 'mechs by cutting off supply lines or capturing depots providing a small bonus to the attacking faction increasing the availability of the type of supplies that was captured in the faction's stores. Might make raiding beneficial aspect of the game for those with less time on their hands. Would the game studio consider something like this as long as it didn't throw off the balance of the game?
From what the Devs have said there isn't really a "role slot". You can play a match with no scout (probably just wouldn't want too )...
Since the skills in your mech's modules will determine what you are best at, you would probably have to go back to mechlab to be able to swap out skills (modules)....Unless the lobby has some kind of quickmechlab .
Mech's legs don't get blown off. they limp when a leg is destroyed. At a Very slow pace.
I am not in beta...These answers are from Q&As, blogs, movies. and Dev posts
Might look for quotes later