With it being 16 days till Clan Mechs, I was curious how our community will go about building their clan mechs, especially if you bought into the pre-order so you start off with 3 of each right away.
I can't NOT go around swapping entire components instead of weapons!? Like seriously this should'nt even be a question Min/max the crap outta them and create the ultimate mech!
As I already said countless number of times, it's hard to tell anything about clan tech before we actually know the specifics of the different configurations. And even harder to predict my own behaviour on how I'll work on them. Seriously, for almost two years this game has been on I changed numerous times my approach on certain chassis, depending on balance changes and stuff, sometime buying again a mech I sold months before. How can I tell how I'll do with clan mech? Anyway, even more than with IS mechs, I suppose I'll buy them by 3 so I could swap components without the need to buy it separately (I'll need to grind three to the basic rank anyway). As for the number of variant I'll make from a mech, I guess it will depend on the different options. For example on the Nova I'll do a laser boat for sure, but also probably try to build a ballistic oriented mech since B and S configs give the possibility. Finally ending with 2 mechs (or more if it worth it).
Like epikt said. At this point, I'm really just waiting to see just how much customization we will be able to do to them, as well as what configs (specifically) will be possible. Overall, though, I will probably try to make all three of each chassis (and I will buy three of each, if only to Master them) and set them all up with relatively good loadouts. Even if this means setting up one variant with meta, and leaving the other two with more fun-oriented, less extreme loadouts.
True, we don't know how the weapons will work exactly, or how armor can be changed, or the quirks in mech parts, but the poll is more of a general thought on theory - basically, how far would you be willing to fine-tune the mechs by swapping parts around? If I was buying them for cbills, then I would make whatever uber-mech I could and 'scrap' the other parts if needs be and never play those mechs. However, since I did buy a package and won't be able to buy additional variants for quite some time, I think I'd be in the middle category - willing to swap some parts if it makes sense to use the hardpoints I want, but I wouldn't gimp 2 mechs just to make the perfect single mech.
as I always say. Take three home, strip them all down, then make the favorite into the best. :wub: Blagg
Here is what I wouold do: 1) Strip everything. I do not care about stock loadout. 2) put upgrades (if any) on one good variant of the chassis. 3) Build a single good mech for the selected variant. 4) work another chassis. I will change the base variant after I leveled it up to basic. Seriously there is no point is running a sub-par design. And there is definitely no point in carrying useless things as in stock. Now designing a mech would be hard, until smurfy or Li Song is up with it though. We all know that the PGI version of mechlab is a piece of shit.
Really don't understand the point of the first two options. Is there a reason only to convert some components? From memory, if you convert none you get an xp bonus .... change any and you just get the benefits of the changed hardpoints but lose the xp bonus. So all or nothing.
Where do you get that piece of info? Also, what do you mean by not changing/converting anything? Do you mean you can only get bonus by running stock pieces of shit? Or is it only something about not swapping parts? I was always under the assumption that you can equip weapon-pods of the mech like any equipments, and not changing/converting them.
If alternate pods can be purchased for each variant as soon as the pack arrives I'll probably try and make each variant viable. If not, cobble together one tweaked 'Mech. Preferably the prime variant.
What he means is this; if you swap any of the "omni-pods" of the clan make, it loses it's 10% XP bonus. This means ALL original parts of the clan mech must be there, not including weapons, upgrades, heatsinks or ammo. As for my opinion, I am probably going to min/max my prime variant (my beloved summoner here I come baby ) and then make new load outs for each other variant, as I do not want to get sick of my chassis and burnt out on it by running the same easy mode load out on each one. (plus I really wanna try out the perks and quirks)
Yup, reality is 10% XP is nothing and I'd just prefer to pilot a mech I'll do well in (or less badly if its awful) than get 10% xp bonus and struggle more. That vaguely made sense. I've been building up a warchest but keep buying and equipping new mechs so its not going to be as good as I thought. Doesn't help that I'm relatively coasting in shit mechs with no xp on and coming up against tournie lances in slayers. PS: Good point about the perk's/quirks as I had forgotten about them.