I see many people complaining about the costs of XP to completely unlock a mech.
The old total to completely unlock a particular mech was 57,250xp, and an additional 7,000 in GXP to unlock your weapon modules, and 17,500GXP to unlock the best Mech Modules. Under the old system, you would have to spend 18million Cbills to get the modules to fully deck out a mech. To generate enough GXP to unlock two weapon modules and two mech modules, you have to generate a total of 840,000MXP to accumulate 42,000GXP.
Under the new system, you do have to earn about 50% more xp on a particular mech to fully unlock it, but it removes the need to accumulate 15000GXP to unlock Seismic or other comparable nodes. The new system also halves the cost in Cbills to fully unlock each mech.
I think the loss of the ability to move modules vs the 50% reduction in cost of "modules" under the new system is a bit of a wash, as is the difference in XP costs as the previous system.
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Cost Analysis Xp Vs Cbills
Started by Mycroft000, Feb 10 2017 12:59 PM
5 replies to this topic
#1
Posted 10 February 2017 - 12:59 PM
#2
Posted 10 February 2017 - 01:06 PM
You're looking at one Mech.
Once you have Seismic Sensor unlocked, it is unlocked for all Mechs.
Once you have a Seismic Sensor purchased, it is available to be used in any Mech, you just have to swap it out.
I own 157 Mechs, I have just under 100 of them fully configured with upgrades/engines/weapons the way I want them, and I have maybe 7-10 that have modules at any given time. The C-Bill cost to level my Mechs is going to be a lot higher than the C-Bill cost to take a module out of one Mech and put it into another.
Which brings up another point - the respec cost. If you want to swap a module, it's the cost of the module the first time, and then you can swap back for free. Respeccing a Mech is more expensive than speccing it in the first place, because it's 25k to remove a point and 100k again to put it back on. Over time you'll have the spare modules from other builds to use, whereas in this you have to just pay over and over again.
Silly me for thinking back in beta that having to repay for Endo-Steel the second time was harsh.
Once you have Seismic Sensor unlocked, it is unlocked for all Mechs.
Once you have a Seismic Sensor purchased, it is available to be used in any Mech, you just have to swap it out.
I own 157 Mechs, I have just under 100 of them fully configured with upgrades/engines/weapons the way I want them, and I have maybe 7-10 that have modules at any given time. The C-Bill cost to level my Mechs is going to be a lot higher than the C-Bill cost to take a module out of one Mech and put it into another.
Which brings up another point - the respec cost. If you want to swap a module, it's the cost of the module the first time, and then you can swap back for free. Respeccing a Mech is more expensive than speccing it in the first place, because it's 25k to remove a point and 100k again to put it back on. Over time you'll have the spare modules from other builds to use, whereas in this you have to just pay over and over again.
Silly me for thinking back in beta that having to repay for Endo-Steel the second time was harsh.
#3
Posted 10 February 2017 - 01:20 PM
I have approximately 60 mechs, many of them fully configured, I have a combined total of 29 Seismic and Radar Dep modules, I only stopped buying them when the new skill tree was confirmed. And yes, I'm with you on engines and such, I rarely have to spend any Cbills on configuring mechs, I have enough engines, weapons, sensors, etc to have my new mech costs nearly equal the store value of the mech.
And yes, I acknowledge that the totals I'm referring to are for 1 mech. But lets say you only own 1 mech. You still have to generate nearly 840,000MXP(generating 42,000GXP)to unlock everything for that one mech, and that assumes you don't want to swap any modules around. The moment you decide to change weapons and unlock those modules, you also have to generate another 140,000MXP to accumulate the additional 7,000GXP for two more weapon modules to be unlocked to level 5.
As I said, it's effectively the same in terms of real costs. The only difference here is that you have to pilot specific mechs more to unlock them faster.
And yes, I acknowledge that the totals I'm referring to are for 1 mech. But lets say you only own 1 mech. You still have to generate nearly 840,000MXP(generating 42,000GXP)to unlock everything for that one mech, and that assumes you don't want to swap any modules around. The moment you decide to change weapons and unlock those modules, you also have to generate another 140,000MXP to accumulate the additional 7,000GXP for two more weapon modules to be unlocked to level 5.
As I said, it's effectively the same in terms of real costs. The only difference here is that you have to pilot specific mechs more to unlock them faster.
#4
Posted 10 February 2017 - 01:25 PM
That's the most amount of Mechs I've heard that are fully 100% ready to go with modules and everything.
My friend has only 6 Mechs and he's had no problem unlocking modules. You get a lot of GXP through achievements to get you started.
I have yet to hear someone say they have over 100 Mechs and all of them have modules.
My friend has only 6 Mechs and he's had no problem unlocking modules. You get a lot of GXP through achievements to get you started.
I have yet to hear someone say they have over 100 Mechs and all of them have modules.
#5
Posted 10 February 2017 - 01:30 PM
I'm not saying all 60 are fully loaded, but I am going to get back at least 650,000,000 in module refunds.
Edit: I do have EVERY pilot skill fully unlocked though. I spent a bunch of MC over a few of the Double XP conversion weekends.
Edit: I do have EVERY pilot skill fully unlocked though. I spent a bunch of MC over a few of the Double XP conversion weekends.
Edited by mycroft000, 10 February 2017 - 01:31 PM.
#6
Posted 10 February 2017 - 01:34 PM
Right, it does take a lot of time (and possibly GXP conversions) to get all the modules. But with GXP boosts from early achievements you can get a few good modules without much hassle.
I also run most of my Mechs without modules. If it's not something I'm serious about, it usually doesn't have a module. I mainly get those on my Faction Play drop deck and maybe a couple others. However, now you have to pay for things like Speed Tweak, Cool Run, Turning Speed, etc. that all used to be just an XP cost.
Personally, I think if it costs XP, it shouldn't cost any other currency.
I also run most of my Mechs without modules. If it's not something I'm serious about, it usually doesn't have a module. I mainly get those on my Faction Play drop deck and maybe a couple others. However, now you have to pay for things like Speed Tweak, Cool Run, Turning Speed, etc. that all used to be just an XP cost.
Personally, I think if it costs XP, it shouldn't cost any other currency.
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