 |
Never /never/ /NEVER/ sell a combat-ready Mech.
The ONLY advantage a Beta-series mech has is a higher starting statistic. Which are fixed, and do not go up at a higher rate than your Alpha-series mechs.
Nor do they gain levels faster.
Therefor, at a similar level, the Beta series mech will have, at best, assuming identical equipment, a marginal gain in stats. This is not worth the time it takes to try and scrape a new mech up by the bootstraps, and, if you've sold your old mech, it leaves you, a level 8 commander, giving lvl8 XP, armed with a level one mech.
In short, you've 'evolved' from a shark into a big, fat trout.
Which means that, at your advanced level, you can no longer beat up on the level 1 commanders that would be the natural prey for your shiny new Beta-series unit, meaning you are forced primarily to rely on the simulator until your mech is high enough in level to bridge the gap between the level four units and your shiny, new, Beta unit.
To put it in perspective with yet another colorful analogy, it would be taking a fully equipped Nimitz-class carrier's complement of F-14As, F/A-18s, et all, and replacing them with very high quality, top of the line model P-51s and P-38Js.
And that's just plain stupid.
Let's look at some numbers, shall we, just to hammer the point in some more.
Class: Anarchy
Required Rank: 1
Price: 630 bits
Default Attributes
HP: 16
Damage: 6
Defence: 4
Accuracy: 2
Agility: 2
Speed: 3
Class: Anarchy
Required Rank: 6
Price: 2100 bits
Default Attributes
HP: 40
Damage: 19
Defence: 17
Accuracy: 6
Agility: 7
Speed: 11
It looks like a lot. And, if a lvl-1 Anarchy Alpha, and a Level-1 Anarchy Beta were to perform unarmed, hand-to-hand combat, the Beta is going to kick the Alpha's ass.
However, your BEST case scenario involves attacking a levels 4-5 Anarchy Alpha, fully equipped, and ready to rock'n'roll on you.
At Level 4, Anarchy Alpha's have avaiable to them:
(Pertinant stats ((that means, anything that adds a number greater than zero,))
Light Kevlar:
Defence: 16
Accuracy: 2
Agility: 3
Speed: 2
Tin Pieces:
Defence: 5
Agility: 1
Speed: 2
Knee-Mounted Rapidfire:
Damage: 4
Accuracy: 4
And the Battery:
Damage: 7
Accuracy: 6
Agility: 15
Speed: 6
- OR -
the Rifle:
Damage: 8
Accuracy: 8
Agility: 8
Speed: 8
Not to MENTION what he's used his 16 level-up points on.
Assuming he's used all 16 on HPs, you are now facing a mech with the following stats:
HP: 16 + 64 = 80
Damage: 6 + 4 + 7 = 17
Defence: 4 + 16 + 5 = 25
Accuracy: 2 + 2 + 4 + 6 = 14
Agility: 2 + 3 + 1 + 15 = 21
Speed: 3 + 2 + 2 + 6 = 13
-OR-
HP: 16 + 64 = 80
Damage: 6 + 4 + 8 = 18
Defence: 4 + 16 + 5 = 25
Accuracy: 2 + 2 + 4 + 8 = 16
Agility: 2 + 3 + 1 + 8 = 14
Speed: 3 + 2 + 2 + 8 = 15
HP: 40
Damage: 19
Defence: 17
Accuracy: 6
Agility: 7
Speed: 11
Dosen't look so good anymore, does it?
You may point out that you have +1 or +2 damage on him. I will now point out that he has, at minimum, twice the Agility than you have accuracy, and either +3 or +4 speed on you. Not to mention HPs.
Even with the lvl1 upgrades, you're still in the dog house.
And, I'll point out that, in the entire of your Anarchy-B's career, the most advantage you will ever have will be your Anarcy-B's base stats, subtracted from the Anarcy-A's base stats.
Which comes out to:
HP: 40 - 16 = 24
Damage: 19 - 6 = 14
Defence: 17 - 4 = 13
Accuracy: 6 - 2 = 4
Agility: 7 - 2 = 5
Speed: 11 - 2 = 9
Sure, at early levels, that may seem significant. But by the time your Anarchy-B is at the same level as your old Anarchy-A is, the Anarchy-As that the other people wisely held on to will be a great deal higher in level than you, and they will have much better equipment capable of rendering your shiny Anarchy-B into dogmeat-sized scraps of metal.
In a nutshell: Don't sell your old mechs. Use a commander Point to raise your mech allotment, and buy another mech, in ADDITION to your old one.
|  |