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Repair Costs


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#1 Skandrannon

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Posted 25 November 2012 - 11:01 PM

I think the module costs are taken into account when repair bills are figured. I understand that they are currently sort of "end game" items... but it adds enough to the bill to actually lose money... sometimes even if my team wins.

Perhaps remove them from the equation, or add in a lower second value that gets taken into account with repair bills.

Has anyone else noticed this?
I looked around, and didn't see any current threads on this, if I missed, link me.

-Skan

#2 Critical Fumble

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Posted 25 November 2012 - 11:05 PM

If you disable the auto repair/rearm you can hit loadout and check to see which items are broken and how much it costs to repair them. If there is a cost you should be able to highlight the module and see a "repair" button.

#3 LittleTigru

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Posted 25 November 2012 - 11:06 PM

Are you using artemis ammo? Costs honey.

#4 De La Fresniere

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Posted 25 November 2012 - 11:42 PM

I never noticed, but I only own one module and I don't even use it all that often since I'd have to move it from one mech to the other all the time (I'm not paying another 2 million for convenience).

If that's true... modules are just plain unusable. The game is barely playable without Premium, adding 3 multimillion-dollar items to a mech would kill what little C-bills you might occasionally make.

I'd definitely check, but it doesn't sound all that plausible.

#5 Skandrannon

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Posted 26 November 2012 - 06:17 AM

I haven't checked from the loadout screen... I'll have to do that... also, not running artemis on the mechs I'm talking about.

#6 Joseph Mallan

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Posted 26 November 2012 - 06:21 AM

A list of TT costs to repair your Mech. In a Campaign I enforced these amounts. I even Padded them ot reduced them depending if the repairs were in enemy or friendly space.

Structural Costs Formula or Cost (C-Bills)
Cockpit 200,000
Life Support 50,000
Sensors Tonnage x 2,000
Internal Structure Tonnage x 400 (material cost 250 per point)
Arm Actuators
Upper Tonnage x 100
Lower Tonnage x 50
Hand Tonnage x 80
Leg Actuators
Upper Tonnage x 150
Lower Tonnage x 80
Foot Tonnage x 120
Engine (5,000 x Rating x tonnage) /75
Gyro 300,000 per ton of gyro
Jump Jets Tonnage x (# of Jump Jets x # of Jump Jets) x 200
Heat Sinks 2,000
Armor 10,000 per ton (16 points per ton) (Material 625 per point)
Ferro Fibrous Armor* 20,000 per ton* (40,000) (18 36 points per ton)


"Life is Cheap. BattleMechs are expensive."

Edited by Joseph Mallan, 26 November 2012 - 06:27 AM.


#7 BlackSquirrel

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Posted 26 November 2012 - 06:24 AM

Ammo more than anything.

Then comes FF armor.
Then XL engines.

I have noticed odd costs either with DHS or an LBX. (Only occurs on one mech)

#8 icey

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Posted 26 November 2012 - 06:28 AM

i don't even think that the modules can get damaged, but all the same -

a pilot module at 25% health functions the same as one at 100%

turn off autorepair, and only repair the things that matter - your armour, structure, and items you don't want to have instantly killed by crits (gauss/ac20)

Edited by icey, 26 November 2012 - 06:29 AM.


#9 SuriViruS

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Posted 29 November 2012 - 07:19 AM

Some minutes ago I paid 120k for a destroyed CN9-D.

Earned 110k for a win. (You'll get 140k for a "good" win)

yeahaa, keep playing trial-mechs ;-)

#10 Volume

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Posted 01 December 2012 - 04:06 AM

View PostSuriViruS, on 29 November 2012 - 07:19 AM, said:

Some minutes ago I paid 120k for a destroyed CN9-D.

Earned 110k for a win. (You'll get 140k for a "good" win)

yeahaa, keep playing trial-mechs ;-)


I'm certain this is not the intended method of play. If it is, it puts very unrealistic expectations on the player.

#11 Znail

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Posted 01 December 2012 - 04:14 AM

The first lesson is not to put upgrades into your mech that you can't afford to repair. FF, XL, endo, DHS, etc.
The second lesson is not to rearm expensive ammo. If you consider both these, then you should never have to lose money from a loss and make decent amounts when winning.





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