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Skills


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#21 Proteaus

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Posted 11 June 2012 - 12:16 PM

View PostSkymech, on 11 June 2012 - 10:55 AM, said:

Getting rolled by a highly superior team, just tells me that I need to "play better". Getting challenged by a slightly better team allows me to analyze more specific feedback. This weapon selection is good against this enemy. Or, this attack pattern strategy isn't working well. I don't mind losing if I can understand why I lost and try and improve that skill. But if I'm just getting rolled, all I feel is frustrated, which isn't conducive to a learning environment in the first place.

One problem is with so many little kids in the mix there will be times no matter how well you pilot it will be futile

#22 phelancracken

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Posted 11 June 2012 - 12:18 PM

Just for the sake of discussion,

1. Gain of ability to dissapate more heat. Priceless
2. Gain specialization on mechs that you work best. Very good. Obviously, everyone has a range of mechs they like the best
3. Weapons specialization. Yeah, we like that.
4. Ability to gain more infomation from sensor data. Good one, not overpowering, but in a scout very useful.

Now these are found basically in Mechcommander with the exception of the first. All 4 are very useful no matter what. Maybe a limit on how many skills you can use? Speculation obviously and we won't know for a bit what's the final product until the game goes live.

#23 Blaze32

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Posted 12 June 2012 - 04:53 PM

View Postphelancracken, on 11 June 2012 - 12:18 PM, said:

Just for the sake of discussion,

1. Gain of ability to dissapate more heat. Priceless
2. Gain specialization on mechs that you work best. Very good. Obviously, everyone has a range of mechs they like the best
3. Weapons specialization. Yeah, we like that.
4. Ability to gain more infomation from sensor data. Good one, not overpowering, but in a scout very useful.

Now these are found basically in Mechcommander with the exception of the first. All 4 are very useful no matter what. Maybe a limit on how many skills you can use? Speculation obviously and we won't know for a bit what's the final product until the game goes live.

they said there will be a max on the amount you can use and you can "upgrade" that number when you hit elite with that mech.

Edited by Blaze32, 12 June 2012 - 04:53 PM.


#24 Insidious Johnson

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Posted 12 June 2012 - 05:04 PM

Hrrmm, I'll stick with the theory that the same people who pwn suckers on day one will be the same ones pwning the same suckers 6 months from now. To balance this game vs the varied skill levels, this game will necessarily have to be patently unfair to the pwners. Seeing as how specific groups of people who are succeding within the rules are not singled out and punished, I'm willing to extend that out for a full year until those that wish to learn the game do so. From the skill trees I've seen, those bonuses do little besides "psych" up the pilot who earns them. Their impact can only be incidental.

#25 Southern Taxi

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Posted 12 June 2012 - 06:07 PM

I imagine that those are the benefits per point of those skills, with a point limit for each one.

Edited by Southern Taxi, 12 June 2012 - 06:07 PM.


#26 UncleKulikov

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Posted 12 June 2012 - 06:37 PM

View PostKasseopea, on 11 June 2012 - 06:08 AM, said:

Hmm, those skills seem quite unimportant to me. Lets say you need 5 secs to twist from full right to full left, with 2,5% bonus those would be 4,875 secs. For a twist from straight to left/right those would be 0,0625 seconds bonus. No offense, but i rather doubt it could decide a battle on its own.

which is part of the point. Most of the match will be based on your chassis, your equipment, and your use of tactics to maximize gains while minimizing losses. Which is just how I want it.

And it may be insignificant between mechs with identical torso twist speeds, but having that advantage on one with a faster torso speed allows you to maneuver that much more around a slower mech.


View Postphelancracken, on 11 June 2012 - 12:18 PM, said:

Just for the sake of discussion,

1. Gain of ability to dissapate more heat. Priceless
2. Gain specialization on mechs that you work best. Very good. Obviously, everyone has a range of mechs they like the best
3. Weapons specialization. Yeah, we like that.
4. Ability to gain more infomation from sensor data. Good one, not overpowering, but in a scout very useful.

Now these are found basically in Mechcommander with the exception of the first. All 4 are very useful no matter what. Maybe a limit on how many skills you can use? Speculation obviously and we won't know for a bit what's the final product until the game goes live.

Matching players based on skill levels will also ensure that disparities will be reduced.

Edited by UncleKulikov, 12 June 2012 - 06:38 PM.


#27 Ancalagon

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Posted 12 June 2012 - 06:43 PM

I would hate it if some RPG element made it so that a player who has been playing fora very long time has a insurmountable advantage over someone who had just joined. It completely destroys the concept of individual skill and simply goes to "who has played the longest". I really do not like systems where everyone can be 'good' if they play for long enough. The game should be competitive, not a grind-fest!

As for matching people based on level, all you'll do is segregate the player base. The fewer RPG systems that affect actual gameplay, the better this game will be (at least IMO). I don't want to be able to level speed on an Atlas till I can run at 70 kph with just the basic engine. Personally, I think that up to 10% improvements should be the most skills should ever give you.

Edited by Ancalagon, 12 June 2012 - 06:46 PM.


#28 WalkingDeathBot

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Posted 12 June 2012 - 07:04 PM

View PostKasseopea, on 11 June 2012 - 06:08 AM, said:

Hmm, those skills seem quite unimportant to me. Lets say you need 5 secs to twist from full right to full left, with 2,5% bonus those would be 4,875 secs. For a twist from straight to left/right those would be 0,0625 seconds bonus. No offense, but i rather doubt it could decide a battle on its own.


WoT skills are similar in this regard in that they impart very small percentage points improvement, it helps a bit, but not loads. However, if you can stack equipment, skills, and upgrades to min/max a mech then I think you would start noticing a difference.





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