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Gxp


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#1 AedanCousland

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Posted 04 June 2018 - 06:48 AM

Could somebody please tell me what GXP is used for? The only thread on it I can find on the subject appears to refer to the old skill system which is before my time. Thanks.

#2 MechaBattler

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Posted 04 June 2018 - 10:37 AM

It's basically XP you can use on any mech. You only get a small amount from each match. You can convert XP from any mech you've already mastered out into GXP, but you need to pay MC to convert it. Best wait for a sale to do that though. It gets a bit pricey after a point.

Edited by MechaBattler, 18 June 2018 - 09:41 AM.


#3 AureliusDean

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Posted 04 June 2018 - 11:16 AM

I generally use it for new mechs, I spend a few points when I buy one to mitigate either poor damage boxes or heat, depending on the build. Every time my gxp goes over 50,000 I also spend it when I am skilling stuff up.

Cheers, welcome to the community! This crew are the absolute best!

#4 Cloves

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Posted 04 June 2018 - 12:23 PM

It’s safe to completely ignore gxp at your point of the game. Once you can look at a mech build and know that it has to has x number of skill points in x places before it works, then you mights start using gxp. Or if you hate grinding but love playing mastered mechs and are willing to spend money to convert exp on those mechs to gxp to allocate to new mechs to start with them mastered. I have been playing long enough to mostly map my skill web before I even buy a mech, but I enjoy the feeling of tweaking a build with a different load out or slightly different skill web as I play it, correcting for what caused my latest loss. But I am also a cheapskate and never pay for consumables either. It will effect your stats to play with a less than mastered mech. If your stats are very important to you, then use gxp and consumables, they will give you an advantage.

#5 AedanCousland

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Posted 05 June 2018 - 03:37 AM

View PostCloves, on 04 June 2018 - 12:23 PM, said:

It’s safe to completely ignore gxp at your point of the game. Once you can look at a mech build and know that it has to has x number of skill points in x places before it works, then you mights start using gxp. Or if you hate grinding but love playing mastered mechs and are willing to spend money to convert exp on those mechs to gxp to allocate to new mechs to start with them mastered. I have been playing long enough to mostly map my skill web before I even buy a mech, but I enjoy the feeling of tweaking a build with a different load out or slightly different skill web as I play it, correcting for what caused my latest loss. But I am also a cheapskate and never pay for consumables either. It will effect your stats to play with a less than mastered mech. If your stats are very important to you, then use gxp and consumables, they will give you an advantage.


Eh? What's that mean, sorry?

#6 Cloves

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Posted 05 June 2018 - 04:18 AM

View PostAedanCousland, on 05 June 2018 - 03:37 AM, said:


Eh? What's that mean, sorry?


Some mechs need certain skills to work.

ECM mechs need sensor skills for the ECM system to pay for itself.
LRM boats need sensor skills to make and hold locks for thier missle to hit.
Clan laser boats run hot so they need operations skills to help cover the heat issues.
Light mechs with 20 points of armor need to speed tank or they die.

Some mechs, you can spend 20 points on and they go from horrible to good.
Other mechs, skills make less of a dramatic impact, or you can tweak the builds as you go (trade heatsinks for more or bigger lasers as skills give you better heat efffcincy.)

#7 AedanCousland

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Posted 05 June 2018 - 04:43 AM

View PostCloves, on 05 June 2018 - 04:18 AM, said:

Some mechs need certain skills to work.

ECM mechs need sensor skills for the ECM system to pay for itself.
LRM boats need sensor skills to make and hold locks for thier missle to hit.
Clan laser boats run hot so they need operations skills to help cover the heat issues.
Light mechs with 20 points of armor need to speed tank or they die.

Some mechs, you can spend 20 points on and they go from horrible to good.
Other mechs, skills make less of a dramatic impact, or you can tweak the builds as you go (trade heatsinks for more or bigger lasers as skills give you better heat efffcincy.)


Oh I see what you mean. Yeah, I figured that out. My main Mech gets a structure and heat bonus so I pumped a load of skills into the structure and heat reduction to take advantage of the bonuses.

#8 AureliusDean

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Posted 05 June 2018 - 05:59 AM

Radar deprivation is crucial too, especially in tier 5 with tons of Lrm boats wandering around....

#9 Spare Parts Bin

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Posted 05 June 2018 - 06:41 PM

Radar Derp and Coolant Control( increasing heat threshold or increasing the usefulness of Cool Shots is vital). If the can not find you they can not shoot you. A shutdown target gets farmed then trashed.

#10 Cloves

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Posted 05 June 2018 - 08:21 PM

I do use radar derp on my lrm boats and my ECM mechs, but LRMs alone do not require every mech to skill in it. Proper position prevents most lrm effectiveness. No consumables of any sort are required to play, proper heat management and the override key will allow you to place those skill points in operations and the firepower tree instead of paying 40 k each for an extra alpha. Both these are valid ways to spend your skill points, bit are far from mandatory. I find paying for consumables to conflict with having the cbills to outfit my mechs properly, skill them and then buy new ones to feed my addiction. If someone was going to effect games with consumables, I believe UAVs and strikes give more utility and also generate more cbills. That having been said, I have considered using my one free consumable shot on cool shot on a mech or two, as I have been pushed and cooked myself whilst playing a mastered mech that had all operations and relevant firepower nodes, so I am clearly biased against consumables on principle and may be judging from emotion rather than pure reason.

#11 Spare Parts Bin

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Posted 11 June 2018 - 03:38 PM

View PostCloves, on 05 June 2018 - 08:21 PM, said:

I do use radar derp on my lrm boats and my ECM mechs, but LRMs alone do not require every mech to skill in it. Proper position prevents most lrm effectiveness. No consumables of any sort are required to play, proper heat management and the override key will allow you to place those skill points in operations and the firepower tree instead of paying 40 k each for an extra alpha. Both these are valid ways to spend your skill points, bit are far from mandatory. I find paying for consumables to conflict with having the cbills to outfit my mechs properly, skill them and then buy new ones to feed my addiction. If someone was going to effect games with consumables, I believe UAVs and strikes give more utility and also generate more cbills. That having been said, I have considered using my one free consumable shot on cool shot on a mech or two, as I have been pushed and cooked myself whilst playing a mastered mech that had all operations and relevant firepower nodes, so I am clearly biased against consumables on principle and may be judging from emotion rather than pure reason.


Consumables some times are what stand between me and a Kill. I have no off switch, when I get in the groove the heat or the enemy get me. My hope is I can get Kill Most Damage Done,Kill Assists,Component Destructions,etc to pad my earnings.

#12 TheCaptainJZ

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Posted 12 June 2018 - 08:09 AM

I find it significantly easier to get XP than cbills. Then again, I swap around weapons a lot so that's where most of the money goes. Even if you never modify builds much, you will probably still have more xp than cbills, especially after a while. I have 800,000 GXP and nothing to spend it on because I still have over 1000 HSP to use first on new mechs and nearly all the mechs I have are mastered or have unspent SP for the mech.

In short, GXP is less useful now than ever, but perhaps that's not the case for everyone. To answer your question though, you can use GXP anywhere you can use XP to unlock skills, but that is it. GXP can be used on any mech, XP is tied to that specific mech. Basically unchanged from the beginning of the game in how it's used.

Edited by TheCaptainJZ, 12 June 2018 - 08:09 AM.


#13 Spare Parts Bin

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Posted 13 June 2018 - 06:53 PM

View PostTheCaptainJZ, on 12 June 2018 - 08:09 AM, said:

I find it significantly easier to get XP than cbills. Then again, I swap around weapons a lot so that's where most of the money goes. Even if you never modify builds much, you will probably still have more xp than cbills, especially after a while. I have 800,000 GXP and nothing to spend it on because I still have over 1000 HSP to use first on new mechs and nearly all the mechs I have are mastered or have unspent SP for the mech.

In short, GXP is less useful now than ever, but perhaps that's not the case for everyone. To answer your question though, you can use GXP anywhere you can use XP to unlock skills, but that is it. GXP can be used on any mech, XP is tied to that specific mech. Basically unchanged from the beginning of the game in how it's used.


I can not keep enough experience either type or MC. I now have 160,000+ experience, but I now only have 989 MC.

#14 Cloves

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Posted 13 June 2018 - 07:40 PM

View PostSpare Parts Bin, on 13 June 2018 - 06:53 PM, said:


I can not keep enough experience either type or MC. I now have 160,000+ experience, but I now only have 989 MC.


I keep my addiction under control by not using stuff like xp to gxp transfer for mc. A good way to keep your gxp expenditure under control is just to use it when you have a clearly defined need for it on a particular mech, like it’s an ECM mech that needs six points to make the module useful. Or only use it to double up on earned exp. I find that if I don’t enjoy leveling the mech, and am tempted to spend gxp, either the build is bad or the chassis is bad. You can fix a bad build, but I do not know about bad mechs.

MC is also something that just needs moderation. By waiting for a hero to go on sale, I have dramatically slowed my consumption of MC. Around Xmas there will be at least a 30% matching sale, a 50% mechbay sale and a 50% premium time sale. Dropping 100$ for the best MC ratio(32500) then buying a year of premium (12400)and 30 mechbays (4500) will leave you with plenty to buy a few heroes and still re-up during the summer mechbay sale. Besides, they give out something like 6000 MC a year during events.


#15 Phoenix 72

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Posted 13 June 2018 - 09:02 PM

I like to use GXP to get a leg up when I buy a new Mech. A 0 skillpoint Mech sometimes feels like a giant paperweight to me. ;) So I will use something like 25 SP to get the most important skill nodes out of the way and save the rest for another Mech.

#16 General Solo

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Posted 13 June 2018 - 10:17 PM

PGI gives you double xp and thus GXP for the first win on each chassis variant you own each day
Its a good way to farm GXP.

Run each mech (time permiting) in your mech hanger untill you get a win, then change mechs,
I would start with your best mechs and work your way down the list to your carp mechs

GXP is 5% or 10% of the XP you earn, so the moar xp the more gxp also. So make dat first win a big one.

#17 Spare Parts Bin

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Posted 16 June 2018 - 05:52 AM

I just bought and skilled a Warhawk-B yesterday. Gave it and the Warhawk-C I already own a Snowfall Camo pattern. Basic Blue,Hot Rod Black,Light Sand Tan. Looks as good as it fights, thanks to GXP from the MC sell.





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