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Any Plans/revisions To Scout Role Skills?


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#1 DracheM

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Posted 04 April 2013 - 08:28 AM

Hi all,

I am having trouble finding any of the references to the plans for a scout "talent tree". Maybe I'm just feeling slow this morning, but can someone help me out here or point me in the right direction? I know that the talent tree idea has been scrapped in favor of the current mix and match pilot tree, but I have it stuck in my head that there was some sort of targeting threshold that was keyed to the scout role.

It was something like having a module/skill/talent to be able to see increasing levels of detail on the enemy mech; I assume that was something like no module = being able to see what % the enemy mech was, module = being able to see the target's wireframe/HTAL; module + skill upgrade = share target wireframe/HTAL.

Am I completely crazy or was this something that was planned/posted somewhere? Was it scrapped? Changed? A figment of my imagination??

#2 Redshift2k5

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Posted 04 April 2013 - 09:46 AM

you are looking for Dev blog 4: Role Warfare (continued) http://mwomercs.com/...e-warfare-cont/

Obviously skill "trees" have been scrapped. BUT, there are modules listed that could till be implemented to assist a Scout's role on the battlefield

• Radar Range Increase – Increases radar range by 2% up to 5 times (Already Added!)

• Ghost Signature – Increases length of time before a signal fades by 2% up to 3 times (Already Added! Target Decay)

• Vision Mode 1 - Zoom Vision – Allows the pilot to zoom 7x (already Added, kinda junk)

• HUD Detail 1 – Enemy Damage Level – LOD detail in terms of damage (Not sure if related to Target Info Gathering module?)

• HUD Detail 2 – Enemy Component State – Overall component criticality (Not sure if related to Target Info Gathering module?)

• Null Signature System – Allows the pilot to appear shut down for 5 seconds

• Multi-Targeting – Allows the pilot to target multiple enemies up to 4 at a time.

• IDF Accuracy – Narrows the AOE of IDF fire. ((Already Added! One for each type of Indirect Fire)

• Critical Shot Indicator – Shares with nearby friendly BattleMechs the critical components of an enemy BattleMech (We already can do this without a module)



From that old dev blog, the only modules for Scouts we're really missing are Null Sig (Appear shut down, of minimal use except to stop missile lock I guess?) Multi-target(would be awesome!) and a not-junk zoom module.

From the game files we can see a list of additional modules not yet implemented (some of which may never be implemented)
  • Vision mode Disruptor
  • Hide Damage
  • Instant signal loss
  • disrupt hud
  • disable comms
  • orbital scan
  • vision mode enhancement
  • seismic sensor
  • megentometer
  • control link
  • UAV

Edited by Redshift2k5, 04 April 2013 - 09:52 AM.


#3 DracheM

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Posted 04 April 2013 - 01:08 PM

View PostRedshift2k5, on 04 April 2013 - 09:46 AM, said:

you are looking for Dev blog 4: Role Warfare (continued) http://mwomercs.com/...e-warfare-cont/

Obviously skill "trees" have been scrapped. BUT, there are modules listed that could till be implemented to assist a Scout's role on the battlefield

• Radar Range Increase – Increases radar range by 2% up to 5 times (Already Added!)

• Ghost Signature – Increases length of time before a signal fades by 2% up to 3 times (Already Added! Target Decay)

• Vision Mode 1 - Zoom Vision – Allows the pilot to zoom 7x (already Added, kinda junk)

• HUD Detail 1 – Enemy Damage Level – LOD detail in terms of damage (Not sure if related to Target Info Gathering module?)

• HUD Detail 2 – Enemy Component State – Overall component criticality (Not sure if related to Target Info Gathering module?)

• Null Signature System – Allows the pilot to appear shut down for 5 seconds

• Multi-Targeting – Allows the pilot to target multiple enemies up to 4 at a time.

• IDF Accuracy – Narrows the AOE of IDF fire. ((Already Added! One for each type of Indirect Fire)

• Critical Shot Indicator – Shares with nearby friendly BattleMechs the critical components of an enemy BattleMech (We already can do this without a module)




From that old dev blog, the only modules for Scouts we're really missing are Null Sig (Appear shut down, of minimal use except to stop missile lock I guess?) Multi-target(would be awesome!) and a not-junk zoom module.

From the game files we can see a list of additional modules not yet implemented (some of which may never be implemented)
  • Vision mode Disruptor
  • Hide Damage
  • Instant signal loss
  • disrupt hud
  • disable comms
  • orbital scan
  • vision mode enhancement
  • seismic sensor
  • megentometer
  • control link
  • UAV


Thanks so much!

Yeah, it looks like I was looking at the HUD Detail modules, and looking at the previous Role Warfare blog, it looks like the targeting detail stuff (armor level / internal detail) is part of the scrapped assault/attack tree, not the scout tree. Which I guess makes sense.

I wonder if they're still planning on implementing these, and if so, limiting the "default" targeting information to just the % health. I would imagine that is not the case now though, with modules like the target info decrease time already implemented.





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