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Light Mechs And The Mech Xp Grind


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#1 Lentil

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Posted 16 March 2013 - 04:19 PM

I'm generally running lights and medium mechs. It's striking how much slower it is to grind for XP in the lightest mechs compared to the mid range ones. C-bill accumulation is also slower. I don't mind the lower c-bill tallies, since these mechs are cheaper to buy/loadout/maintain.

However, efficiencies and modules, which are unlocked with XP, are a flat price for all mechs. It's startling how quickly one can blow through the basics in a brand-new TBT vs. a SDR. I'm a mid-level pilot in skill, but my XP rate in the TBT is more than double the rate in my Spider.

What are your thoughts on some kind of XP multiplyer for lighter mechs? Perhaps as a ratio of the average tonnage in the drop?

#2 Deathlike

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Posted 17 March 2013 - 05:47 AM

There should be some small bonuses for Conquest, since Light mechs are supposed to excel at capping and whatnot.

Unfortunately, the best way to excel in a light mech is finding every possible to way contribute into the fighting. This and the occasional capping (c-bills be damned) will get you where you need to do.

#3 AnnoyingCat

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Posted 17 March 2013 - 05:50 AM

And that's why you roll in a atlas

#4 Hammerhai

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Posted 17 March 2013 - 05:59 AM

I concur. In the end I resorted to converting mech xp to unlock at least ONE module. Esp when you are kinda suck-ish at the game it is extremely slow.

#5 Kageru Ikazuchi

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Posted 17 March 2013 - 07:09 AM

The grind in the lights is long, but (at least in my Mastered Jenner) worth it ... I'm averaging 900+ xp per match in it since detailed stats were implemented.

Could it be that lights just aren't your thing? If you're having fun in them, keep it up ... if not, find something else for a couple of weeks. I've got a feeling lights will become much less popular when state rewind is implemented for ballistics and missiles (expected next week) and splash damage for missiles is taken out for rework (expected early April).

#6 Jabilo

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Posted 17 March 2013 - 07:30 AM

Mastering the non great variants of lights is a real grind.

I found the way to do it is just pick a fun build even if it is silly / not effective.

If you are having fun then the time passes quicker and it feels less like "work".

Example, 4X raven with an AC/20.

Top tip is to run around and try to lay damage on as many mechs as possible for the assist bonus (even if it is a small amount).

Once the 3L and 2D are better balanced other light mechs will be more fun and effective.

For example, the 2nd April patch will hit streaks very heavily because splash damage is being turned off.

#7 Warrax the Chaos Warrior

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Posted 17 March 2013 - 08:31 AM

I just started playing Jenners three days ago, first time I've tried a light mech since CB. It's taken roughly 21-23 matches to fill out the basic efficiencies on each variant, which I think is about right (it's just under 2 hours of play time). I haven't started any other chassis since stat tracking went in, so I don't have any basis for comparison. (Also, this is without premium time and all solo drops).

My playstyle on assault is to run out ahead and get an idea of what direction the enemy force is moving in, and relay that information to the team (don't just rely on the red triangle popping up, actually type it in). Then I return to the main group, skirting around to guard against flanks, ninja-cappers, and any Rambo-lights trying to get in to someone's back early.

Then I brawl with the group, just like everyone else, focusing on enemy fast-movers and getting in to the backs of slower mechs. I still often end near the top of the score chart, so XP and c-bills aren't an issue. I contribute to the effort by both scouting and fighting; IMO you should not ignore one to the exclusion of the other, it's best if you do both.

Conquest is only slightly different. I grab either the near cap or the "neutral" cap (depending on the map and how things look), while still doing the information-relay thing and then returning to the main group for the fight. Conquest is much more of a judgement call when it comes to when to fight vs. when to cap, but you still can't just cap at the exclusion of all else if you want to have the best chance of winning.

My point is that, even as a "scout", you will still contribute more to a win by helping out with the brawl than you will by focusing solely on capping (though you can't completely ignore you scouting duties either). It's debatable whether or not that's good game design, but I think that it is (a 25 ton mech is still a giant war machine, not a tiny ninja), and I'm having a lot of fun and success playing that way.

It's probably harder in a Spider than it is in a Jenner, I wouldn't know since I haven't played one, but I have seen Spiders do some pretty incredible things in a fight.

#8 Ph30nix

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Posted 17 March 2013 - 08:54 AM

View PostHammerhai, on 17 March 2013 - 05:59 AM, said:

I concur. In the end I resorted to converting mech xp to unlock at least ONE module. Esp when you are kinda suck-ish at the game it is extremely slow.


and this is why they will never change Light mech Xp gain, because it encourages people to spend cash converting XP

#9 Training Instructor

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Posted 17 March 2013 - 08:58 AM

Heh, mastering spiders is tedious work, because you have to work so much harder for every point of damage and every kill compared to the 7 other mechs on your team in every single match.

#10 Ph30nix

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Posted 17 March 2013 - 09:21 AM

ya know i JUST bought my first light (raven 3L dont judge me) first game with it got 900 xp 5 assists 1 kill and 5 spot bonus... throw a tag on your light and the EXP will roll in lol.

#11 Khobai

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Posted 17 March 2013 - 09:23 AM

The grind in light mechs is fine. Ive played some other F2P games where it literally takes weeks just to gain one level. And there will be like 100+ levels.

The only issue I have is that there's no way to convert extra XP into something else without spending MC. I have like 500,000+ XP on some of my mechs that I can't use for anything.

#12 Lentil

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Posted 17 March 2013 - 03:39 PM

Good thoughts all. I've mastered Jenner and Cicada. A friend of mine has worked Jenners and Commandos through. Comparing his results to mine, the Spider is the slowest of all. Nearly through Elite though. Another 3K to go...

#13 Merky Merc

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Posted 17 March 2013 - 04:45 PM

There needs to be XP bonuses in CQ for capping points imo.

#14 Kageru Ikazuchi

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Posted 17 March 2013 - 04:59 PM

View PostMerky Merc, on 17 March 2013 - 04:45 PM, said:

There needs to be XP bonuses in CQ for capping points imo.

While I agree that it would help the conquest resource/cap incentive, my stats show +/- .02 difference between my Assault and Conquest win-loss ratios, but 60 more average XP per match in Conquest ... maybe I just suck at assault ...

I don't remember where, but I have seen a Dev post that said they're looking into reworking XP/C-Bill rewards.

Edit: maths are hard ...

Edited by Kageru Ikazuchi, 17 March 2013 - 05:04 PM.






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