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Xp Masteries: Pilot All The Mechs!


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#1 Areleh

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Posted 03 December 2012 - 08:53 AM

So, I was talking with some friends of mine the other day, and the topic came around to Masteries for mechs. One of my friend loves the Catapult K2. Absolutely his favorite mech. But because you have to have all the BASIC masteries for three Catapult chassis, he's having to run on a C1 and is frustrated with having to run a missile boat, just because he has to get those other BASICs.

Why can't the ELITE and MASTER masteries simply cost more XP to obtain, rather than having to buy new chassis for the same mech and grind through those? I think the most expensive BASIC mastery is something like 5K xp. Why not make ELITE something like 4x or 5x more? I think people would enjoy that experience more than having to constant switch mech designs to get xp on the others.

Now I know some mech variants are similar enough that you can adjust your build with minimal effort, but I feel like just as many are radically different.

Anyways, thoughts?

Edited by Areleh, 04 December 2012 - 09:34 AM.


#2 Sears

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Posted 03 December 2012 - 08:56 AM

I think it's to encourage you to play (pay) for other mechs.

It's good I think, it gets you playing something you might not have experience in. Or you can take the shortcut and use MC and just grind the xp in the mech you love.

#3 Lefty Lucy

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Posted 03 December 2012 - 08:58 AM

View PostSears, on 03 December 2012 - 08:56 AM, said:

I think it's to encourage you to play (pay) for other mechs.

It's good I think, it gets you playing something you might not have experience in. Or you can take the shortcut and use MC and just grind the xp in the mech you love.


Yeah, that's the *real* answer is it's there to encourage you to pay MC for XP conversion. Same as the god-awful GXP prices on modules.

#4 Scratx

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Posted 03 December 2012 - 09:01 AM

Not to be ... umm ... but why is he using a C1 as a missile boat? It's the most energy-capable catapult with jumpjets. It's much more flexible than a C4 or A1. Those HAVE to be used as missile boats.

I'm not telling him to dump missiles entirely, but it's probably the best catapult variant for flexibility.


(if you're wondering, I use mine as a mix of brawler and fire support. Shoot people up with LRMs while I'm coming in or at stand-off range, then laser them up for pin-point damage after they're softened)

#5 Taryys

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Posted 03 December 2012 - 09:02 AM

There is a psychological basis for this that says that those who have a broader skill base in similar things can reach higher skill levels.

Part of this is to get people into trying mechs with different roles/builds they would not normally try. I have found I do not mind the K2 now, even though I normally prefer to run LRM boats. I do not mind brawling so much now that I have this experience.

#6 Sears

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Posted 03 December 2012 - 09:06 AM

I would give the Catapult along with the Awesome probably the best chassis to have a varying degree of experience, both chassis have missile boats, brawlers and sniper variants.

I've been piloting Hunchbacks, which are mainly mid/short range brawlers, with two missile variants that can also brawl.

Edited by Sears, 03 December 2012 - 09:07 AM.


#7 LinkIcefang

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Posted 03 December 2012 - 09:14 AM

I guess some people might dislike the having to buy multiple 'mechs, but I personally love the variations in the different 'mechs. (All three of my Centurions have entirely different playstyles.)

#8 ninjaphobos

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Posted 03 December 2012 - 09:16 AM

Even playing somewhat sporadically since open beta wipe (busy real-life), I have been able to elite out 3 Hunchie chassis and master 2 of them without transferring XP. It doesn't take that long in the grand scheme of things. Buy it, grind it for a week or so, sell it. You keep the pilot skills and go about your business.

Some merc units require that you play certain numbers of matches in all 4 mech classes. I guess after doing that, I stopped crying about 'having' to play something other than my primary.

#9 Buzz Litebeer

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Posted 03 December 2012 - 09:16 AM

I think this is a brilliant move by PG, it gets people in other mechs, and forces variety.

Anything that increases variety, and increases the basic gameplay variety for pugs (who will convert to paying members etc...) is the way to go.

Think of anything that makes you want to get into other mechs for grinding as a way of maintaining the variety for the player base.

#10 Satan n stuff

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Posted 03 December 2012 - 09:18 AM

Just do what I do, grind up each and every single mech in the game one chassis at a time. It's fun. :)

#11 CodeNameValtus

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Posted 03 December 2012 - 09:20 AM

View PostSears, on 03 December 2012 - 09:06 AM, said:

I've been piloting Hunchbacks, which are mainly mid/short range brawlers, with two missile variants that can also brawl.


I think you are confusing the 4J and 4SP as that they should use LRMs. The first thing I did on my 4J was to tune down the LRM's and upgrade the laser/heatsink array. They (like all HBK's) are brawler's by design. Large Ballistic/missle/energy pod on shoulder, aim it at something, and pull the trigger until either it goes click, or your opponent goes boom.

#12 Sears

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Posted 03 December 2012 - 09:27 AM

View PostCodeNameValtus, on 03 December 2012 - 09:20 AM, said:


I think you are confusing the 4J and 4SP as that they should use LRMs. The first thing I did on my 4J was to tune down the LRM's and upgrade the laser/heatsink array. They (like all HBK's) are brawler's by design. Large Ballistic/missle/energy pod on shoulder, aim it at something, and pull the trigger until either it goes click, or your opponent goes boom.


I use the 4J, though if you're going to choose just one of the two to master or elite I would in hindsight go with the 4SP as you have the energy weapons on the arms.

I actually chop and change a lot. 5 med laser, 2 streaks, std 260 engine with endo and double heat sinks for fast brawling. With speed perk you're topping out about 90.
Standard 200 with lrm 15 and 10 with 4 med lasers for long range
2x srm6 and 5 med lasers with whatever engine fits in it, think it's a 240ish.

Keeps it interesting

Edited by Sears, 03 December 2012 - 09:28 AM.


#13 Icebound

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Posted 03 December 2012 - 09:49 AM

It's a blatant money-milking scheme. I understand that PGI needs money, but surely there are better ways to do it. They'll make plenty off of me once they introduce permanent paint/skins.

#14 John Norad

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Posted 03 December 2012 - 11:49 AM

View PostIcebound, on 03 December 2012 - 09:49 AM, said:

It's a blatant money-milking scheme. I understand that PGI needs money, but surely there are better ways to do it. They'll make plenty off of me once they introduce permanent paint/skins.

This, unfortunately.
The XP system is probably the worst and most F2P business-driven part of the game at the moment. It lacks depth, creativity and fun.
It would be great to have two large skill trees:
1. Piloting skills
2. Gunnery skill
Each with exclusive choices and ways to specialize. Everyone that knows the BT franchise would instantly feel at home. It should be a centerpiece of gameplay (since mech aren't tiered and thus not part of the progress) instead of looking like an afterthought.
Becoming an (official) elite pilot should be something to strife for, instead of a two-day grind.

Money can be made with so many things in this game. The current 'incentives' for paying mc to buy mechs or to convert XP are very awkward ways. Very uninspired.

There are also some unpleasant side effects with the current approach. One is that every mech they introduce has to come with at least two variants. Even if that mech originally doesn't have them. Even if they are not all that different.
It also forces you to grind for and in mechs you probably don't even like. It's true there's the chance that you'll end up loving the variant you previously despised. But that's just a chance, and forcing your plyers to do things they don't like or want is not a good thing.

#15 Areleh

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Posted 04 December 2012 - 09:36 AM

I do feel like the system could use some improvements or changes, and I know there are folks at PGI working on things that they've not told us all about. Time will tell, I guess.





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