Toppopia, on 20 March 2017 - 10:08 PM, said:
So I have a few questions about the Civil War mech packs or packs in general. This will be my first time spending money on the game and I was hesitant to but the Mech Warrior 4 Vengence nostalgia is nagging me so I cant resist.
1) Is the only benefit from buying a standard mech pack now is that I get to play them earlier than everyone else? Not counting the mech bays and items.
2) Does the Hero mech addon for the pack only give a variant that has the +30% xp bonus or does it have the +30% cbill bonus?
3) Is there any reason to get the Reinforcements addon unless I really like the look of those 2 extra mechs or do they usually have good bonuses over the normal variants? This also seems like not worth buying since clan mechs have omni pods or will those variant's omnipods be off limits if I dont own them?
Listen to Rogue Jedi here for the most part. I just have a little bit of info to add really.
The difference between the standard and collector's packs are rather minimal. However, with the Collector's pack you will get one variant with a 30% C-bill boost (for $20). I might also want to mention here that most of the time the anniversary rewards tend to be based on Collector Packs purchased, and not standard levels. So, if you want those extra bonuses, you may want to consider the Collector's pack. (Or you can always just wait for their next year anniversary and actually see what the requirements are.)
Heroes always have a 30% C-bill booster on them. Any Special type mech (denoted with a letter inside parenthesis, such as (S), (I), or ® for examples) will have a 30% C-bill boost on it, with the exceptions of Champion mechs (which have a denotation of (C) after their name), which grant an Experience booster.
Reinforcements add-on will open up those mechs to you sooner than actual game release. Only get them if they interest you. As for Omnipods, to restate what Rouge Jedi stated, you can't purchase the add-on's Omni-pods. They only way to get them sooner would be with the Add-on, but as he also said, you can't purchase additionals of those pods either, at least till the mech is released for C-bills.
Toppopia, on 21 March 2017 - 08:47 PM, said:
Why shouldn't I buy it? I've already bought it so too late to change my mind but still curious.
He's probably saying that because it's a light mech (typically not a recommended class of mech, but can be deadly in the right hands), and will probably act a lot like the Adder that is already in the game. As far as Light mechs go, it's a very slow light mech with a locked engine (as all Omni-mechs have locked engines). 81 KPH is going to leave the Cougar hard pressed to survive, and will likely be relegated to support roles only, such as missile support (if it is possible with the chassis) and/or jump snipping. It may become the first clan mech to need some serious buffing/quirks to do well.
Of course, this depends upon the pilot and how they use the mech. Just like the Adder, the Cougar will probably be best if treated like a really fragile medium mech, rather than as a light mech. Use it as such, and it should work well.
Personally speaking, I'm eyeing the Uziel... Probably going to be the best blend of a Crab and a Huntsmen, both mechs I love in this game. I give it good promise, as I've found out I have a knack for mechs that can jump, especially medium mechs...