

Pinpoint Skill?
#1
Posted 12 July 2015 - 12:05 PM
I propose a new efficiency called "Momentum": 5kph more speed retention when climbing hills. Or something like that.
OR we could just remove it entirely. Either way is better than the useless XP sink it is right now. This is an easy fix that should have been implemented literally years ago, and I'm sure I have complained about this before. It just baffles me that this hasn't been fixed yet. I would much rather have things like this polished than another new mech pack shoved down my throat.
#2
Posted 12 July 2015 - 12:10 PM
Mcchuggernaut, on 12 July 2015 - 12:05 PM, said:
Working as intended.
Serious answer? Yeah, PGI has said they're going to change the whole skill tree at some point. Which means they're either going to leave the pinpoint skill as it is for a year, untill they finally have time to look at the skill tree... or wait a year, then change the pinpoint skill and then say that they've finally fixed the skill tree. Either way, I wouldn't get my hopes up. This has been a topic of conversation ever since PGI pitched an idea for role warfare and then implemented the current skill tree as a placeholder / permanent replacement.
inb4 "minimum viable product"
#3
Posted 12 July 2015 - 12:14 PM
Figure Oct at the earliest for them to decide on whether to tackle it, or do something higher priority.
Edited by ShadowWolf Kell, 12 July 2015 - 12:14 PM.
#4
Posted 12 July 2015 - 12:22 PM
Alistair Winter, on 12 July 2015 - 12:10 PM, said:
Ok, so if they have decided that they want it to take a certain amount of XP to master your chassis, then removing Pinpoint and redistributing it's XP cost among the other efficiencies makes more sense than just leaving it there as an eyesore that confuses new players. I'm not a game designer, but this seems like an afternoon fix. They keep touting U.I. 2.0 as being flexible enough to make changes like this much easier...
#5
Posted 12 July 2015 - 12:30 PM
Mcchuggernaut, on 12 July 2015 - 12:22 PM, said:
Yep. That was a pretty good marketing move. It silenced a lot of people who were upset that the new UI was severely delayed, because they thought a lot of new changes would be coming.
And then people asked why they didn't use any of the feedback people gave them for the UI 2.0 Mechlab, and they said "Don't worry about it, we'll make those changes as we go along. Thanks so much for your public testing and all your feedback on the forums. It was not at all a complete waste of time."
And before you could blink... two years later we got the new Mechlab. Pretty nice.
#7
Posted 12 July 2015 - 12:50 PM
#9
Posted 12 July 2015 - 01:23 PM

#10
Posted 12 July 2015 - 02:06 PM
ShadowWolf Kell, on 12 July 2015 - 12:14 PM, said:
Figure Oct at the earliest for them to decide on whether to tackle it, or do something higher priority.
He did say this at the last town hall. He's also been saying it for two and a half years before that. Forgive me if I don't hold my breath.
I also find it funny that something which affects every match in every game and is responsible for a significant amount of the balance problems in the game (making heavies/assaults too mobile, increasing cooling, etc) is so low on their priorities list.
The last time this came up was ten months ago; Paul chimed in and said this:
Paul Inouye, on 26 September 2014 - 02:44 PM, said:
As for Fast Fire.. it it working as intended across the board. The AC/2 cooldown is 0.72. Fast fire drops that to 0.68. This is still above the 0.5 chain fire speed and is applied properly.
Well, nothing has changed since then. I guess this really is on the back burner.
There's also an interesting post by Russ in that thread where he says they'll have a look at it after CW phase 2, which has come and gone with no word on any changes yet.
#11
Posted 12 July 2015 - 02:08 PM
#12
Posted 12 July 2015 - 02:26 PM
Mcchuggernaut, on 12 July 2015 - 12:05 PM, said:
I propose a new efficiency called "Momentum": 5kph more speed retention when climbing hills. Or something like that.
OR we could just remove it entirely. Either way is better than the useless XP sink it is right now. This is an easy fix that should have been implemented literally years ago, and I'm sure I have complained about this before. It just baffles me that this hasn't been fixed yet. I would much rather have things like this polished than another new mech pack shoved down my throat.
I actually like the momentum notion. Let it decrease the effect of Hill Climb by 10%! That would be sweet!
#13
Posted 12 July 2015 - 02:35 PM
Mcchuggernaut, on 12 July 2015 - 12:05 PM, said:
I propose a new efficiency called "Momentum": 5kph more speed retention when climbing hills. Or something like that.
OR we could just remove it entirely. Either way is better than the useless XP sink it is right now. This is an easy fix that should have been implemented literally years ago, and I'm sure I have complained about this before. It just baffles me that this hasn't been fixed yet. I would much rather have things like this polished than another new mech pack shoved down my throat.
Well, that needs to go. Especially before steam release.
So do vanilla clan autocannons.
#14
Posted 12 July 2015 - 09:39 PM
#15
Posted 12 July 2015 - 09:50 PM
Edited by YeOlWardog, 12 July 2015 - 09:51 PM.
#16
Posted 13 July 2015 - 12:56 AM
Old skill issue is old.
#17
Posted 13 July 2015 - 01:43 AM
I also hear there are plans to colonize Mars.
#18
Posted 13 July 2015 - 03:02 AM
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