By "pokemon" in the title, I mean you're playing with the "gotta catch em all" approach. Especially if you've played for a while and/or bought a pack or three, you may be sitting on enough Mechs to cover a Company logistically through several losses. How do you handle the more expensive parts of your Mech? I'm looking through my mechbays, where I used to try and keep a handful of engines and modules so I could keep 4 Mechs running at any given time (I would keep the mechs combat ready except for engine/module), and I'm looking at all the new modules and thinking I just want to get my Mechs all set up and ready to go without swapping gear. However, I estimate this will run me 20 to 30 million per mech, or over a billion just with my current inventory. How do you guys with 20+ mechs yandle these expensive items? Do you swap out? Do you only have modules on your favorites or on meta top tier? Or have simply played long and often enough that everything is self sufficient?
Swapping out. It's terribly inconvenient but I'm not going to grind for the rest of my life to have seismic on everything.
How many can you have ready at any one time? And what all do you swap out? Mech modules? Weapon modules? Engines? Other equipment?
All Modules, XL engines. I have one of the important XL engines (255, 280, 300, 325, 340), and a few extra (275, 2nd 300) from buying mechs. I have like 20 mechs ready at the same time I just don't play them all. Not of the 'catching them all' philosophy, I just happen to have bought Founders elite, Phoenix Overlord, 3 a la carte clan mechs and ended up having 51 mechs (and 59 mech bays so I don't sell any for the time being)
I just switch modules. On the other side, I don't collect all chassis, only buy the ones I think I need, and only keep the variants I like.
I wish the game treated your inventory as if it was not currently in use, i.e. if you have 1 module its available for all builds because you can't have 2 mechs up simultaneously anyway...
Yes you can, because you can die early, quit out of the match and drop into a new one. Also it would reduce the grind so people don't want to buy progress with MC.
Got like 70 mechs and 95% are ready to go but for a module swap. The money for this takes some time, but I did this because swapping stuff was getting seriously on my nerves when everything I wanted to do was dropping.
I'm not there yet, but i'm grinding away slowly. Id rather play without modules than swap them in/out. I have some mechs which will always have specific modules, like target decay on the CAT-A1.
I wish we were able to save configurations. In my opinion a big improvement to the present UI would be the ability to set up & save configurations for each mech. Ammo, engines, weapons, modules, etc. would be in a depot that would be accessable each time you pull up a chassis. The UI would show which configs are invalid & what needs to be purchased to complete, along with a summary of c-bills if needed. Available equipment would be limited only by mechs that were left in game, for whatever reason. If we had this, each time we were finished playing a configuration, the chassis could be stripped, and the available assets returned to the depot available for the next chassis.... Further limitations could be put on this for the upcoming CW
Swap. The main concern is engines or expensive weapons (like if just love them gauss/ac20s). While you build up to having the dhs and when appropriate endo/ferro on the variants you want droppable or are framing with, swapping let's you keep the most mechs in a near-droppable state at once. I would focus on weapon and equipment load outs first, then duplicate engines, THEN modules. I'm currently still doing this but have multiple always drop ready mechs now if I'm willing to go module free. One of what you need, more is convenience and damnably expensive.
What I'm thinking is get 6-8 concurrently running (so 3-4 levelling for 1 chassis masterred + a new variant of an old chassis and one of each weight that are already masterred for group drops). Or I might do 3 to 4 and swap out between stuff. Essentially then any time I want a new combination, I could swap out. I do wish I could just get them all in ready to go status, but I realize that's not a possibility. I also agree: Keeping them all with everything but engines and modules. Then get them their own engines. Then get them their own weapon modules. Then get them their own Mech modules.
I keep one of each weight class ready to go at all times so I can plug and play for whatever the unit or my mood needs. I have variations on those 4 that usually just takes a module swap. I've doubled up on some of the more useful modules like seismic and radar derp etc. so when I'm out pugging I can play some of my underused chassis.
First see if you enjoy the game again to the point where you're familiar with and have an opinion on all the new stuff, then worry about grinding/farming mechs maybe though
There is this weird part when you press play and then everything starts shooting at each other with lasers, cannons, missiles and words until everything is dead, I think that was a part of the game to where they did a lot of mechanics changes and stuff to work against metas that become stale.
Yes, but that weird part gives me money so I can treat my mechlab like its a barbie playhouse. Or an AR-15 workbench. Whichever sounds manlier.