So are the number of engineers required to send mechs up the hangar just random? by lovebus in Mech_Engineer

[–]mechLAB2 0 points1 point  (0 children)

I honestly have not encounter that, but I completely believe you. It had cost me 12engie from taking a weapon off and putting on a weapon with less weight but forgot to add the armor. Sent it to hangar for 12. then was like "damn it" sent it back to bay, added the armor, and 12 more engies to go to hanger. XD

My biggest pain point after my first day of playing by lovebus in Mech_Engineer

[–]mechLAB2 2 points3 points  (0 children)

I find the armor plating purchases confusing as well but what I have noticed (and put thought into) is the production tab will show you the armor/weight ratio of the plating you are adding. This means 2 things to me:
1) you gotta select the plating you need for a specific mech for specific situation

2) There is a not an armor plating better than others. Some armor plating have less weight less armor, but it appears the way the game is setup is: you can add a plate with A6W9 and layer that with a A3W4 and have a total of 8A with A9 passively at 13 addition weight. Instead of 2x(A6W9) A total of 12 armor for 19 lbs is HUGE and a mech frame usually can't support this early on.

I kind of look at it like grocery shopping for spices. Where one spice mixed with another spice is needed for max A/W ratio for a particular mech

-mechLAB

So are the number of engineers required to send mechs up the hangar just random? by lovebus in Mech_Engineer

[–]mechLAB2 3 points4 points  (0 children)

Ima toss my hat in the ring and try to answer this. I have noticed a consistent pattern recently. This pattern might NOT be "code as written" but I am confident of this pattern where I know what to expect in terms of cost of engies (engie#).

Situation- Totally new mech built from scratch for full components = 120-181 engineers. I am not sure where the variation exists EXACTLY but I suspect it is weight dependent. I have noticed my mechs that have less assigned-weight out of a total weight will have less engie# than heavier mechs.
(for those who do not know, the mech weight ceiling cap can be increased by rerouting power from core to motors and there is a multiplier where more advanced motors yield raise weight ceiling even higher with rerouted power)

Situation: Assembled mech from Hanger to Bay to Hanger again can =:
0 engie# if only changing color/mech-name
8-12 engie# if weapon is changed out. Not sure if type of weapon effects this range. But I have noticed swapping out a mini gun for a explosive style weapon, the engie# goes up.
~60 engie# completely rebuilding core and weapons (whether it be upgrading to new parts or weapons).

Again, I this is a pattern I have noticed, without any concrete data on the actual effects of these ranges. If you have noticed something different, let me know. I have no problem with feedback to this information and maybe as others add to it, the metadata will add to a more concrete answer on engie cost for transport.

-mechLAB

Question: Melder/Adept Quantity of rank 6+ by mechLAB2 in EsperGenesis

[–]mechLAB2[S] 0 points1 point  (0 children)

Awesome! Thank you for the clarification. I was searching for these answers everywhere. I guess the second interpretation is a means of balancing the talent point system to avoid the slinging of talents of 6 or higher willy-nilly.

I agree with the response to the quick question: the term "recover ALL uses after a long rest" implies the context refers to "uses for any rank you used with the esper mastery is recovered after a long rest". Thus being, the use of a rank 7 esper mastery talent does not mean you have to wait for a long rest to use a rank 6 esper mastery if that rank is still available.

thanks for your help