Any Plans/revisions To Scout Role Skills?
#1
Posted 04 April 2013 - 08:28 AM
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
Posted 04 April 2013 - 09:46 AM
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
Posted 04 April 2013 - 01:08 PM
Redshift2k5, on 04 April 2013 - 09:46 AM, said:
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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