

Which pilot talent tree are you picking first and why?
#61
Posted 17 June 2012 - 07:51 PM
#62
Posted 17 June 2012 - 07:54 PM
for those of you saying you think the command tree will be under utlized, you also need to consider what type of game mode you are playing in. In a clan drop where you know orders will be followed and info can be passed quickly and easily a commander will be an important role. but in pickups it will not be as usefull because you cannot depend on those who fight with you to follow you or make the best use of the info you can provide.
#63
Posted 17 June 2012 - 08:09 PM
-Thermal vision
-Zoom vision
-hope you can have both activated at once!
-Null system
-who doesn't want to be invisible for 5 secs after powering down expecially if you have faster turn on and shut down times on your mech? It whould help let you sneek away, and with a cicada you can get quite far in 5 seconds.
EDIT: so by this i mean first Scout then Attack/Defence
But if you can add modules when you go up a teir like said in one of the dev questions i might get more than 3 to pick from and he said different amout for each chassis remember... maybe lights get the most modules than assults?
Edited by Blaze32, 17 June 2012 - 08:15 PM.
#64
Posted 17 June 2012 - 08:19 PM
Anyway, theres no harm in getting excited I guess

#67
Posted 17 June 2012 - 10:02 PM
Jadel Blade, on 17 June 2012 - 08:19 PM, said:
Anyway, theres no harm in getting excited I guess

I haven't seen anything showing that any major changes have been made to the trees thus far..... So I hope that when the game releases they will be pretty similar. The main thing I wanted to do with this pole is get a good idea of what people are thinking. Even if the trees change a little the style of play that is shown through them can give us a good idea about the players and what they want to do when the game first comes out.... So the more people that vote the more accurate knowledge we can gather about the player base

#69
Posted 17 June 2012 - 10:26 PM
#70
Posted 17 June 2012 - 10:31 PM
1) there will be a lot of bad commanders to start with. And a lot of good brawlers to start with.
2) many bad commanders will migrate to brawlers.
2) many scouts who realize they can't run around assault mechs and kill them will migrate to brawlers.
3) many good brawlers will migrate to scouts and commanders.
The lure to be the baddest dude on the field is too tempting for good players to not start there initially. The lure to be the "leader" of the battlefield or the fastest mech is too tempting for many who will soon realize they aren't cut out for or more importantly, don't enjoy those jobs.
But I could be totally wrong.
#71
Posted 17 June 2012 - 11:07 PM
#72
Posted 17 June 2012 - 11:11 PM
Chances are I'll be focusing on scout and dipping here and there into att/def, but that's just a hunch.
#73
Posted 17 June 2012 - 11:11 PM
Try to be in an unexpected place, attack at an odd time and focus fire on the Hunchback. What's to know?
#74
Posted 17 June 2012 - 11:45 PM
Ninjawolf, on 17 June 2012 - 07:54 PM, said:
HAHA! A man of my own opinion. Wasn't it just an enlightening experience when you suddenly relized the truth in video games, that random dudes on your "team" are not reliable in public matches and in fact have the mentality of a herd of cows with no direction. And people say I am a bad player (cause I gave up trying to act like a team, few weeks back had a dude in WoT keep driving around me to take shots with a type-59 at a corner instead of pushing around it so we both could charge the other tank) or fail teams...take step back and just watch everyone play like an individual, then relize it wasn't a team to begin with so there is no need to worry about other dudes that are only going to raise your blood pressure through their stupid actions.
#75
Posted 17 June 2012 - 11:50 PM
With candy and a windowless van we shall rule the herd of cows!
#76
Posted 17 June 2012 - 11:50 PM
#77
Posted 18 June 2012 - 12:32 AM
I honestly would like to see Offence and Defence split up, because campers are going to camp and attackers will attack. Having additional sensors or extended visual range if the mech is not moving would make for a nice perk for Defence. Offence minded mechs could have perks like +5% additional missiles hit, retical snaps back to smaller size faster after shooting or doesn't get as big than other mechs when moving. Pretty much give Offensive mechs bonuses for moving and Defensive for not moving and kinda keep them opposites.
Really, if your going to have them, they need to be balanced... and I see two good perks right now for Offence and Defence... power sequencer recharges faster and Coginzance (going to assume the ability to spot or be aware of mechs... but you know what assume means). I honestly see the Command and Scout trees to be better. I guess I will find out if I ever get a chance to play with them.
#78
Posted 18 June 2012 - 12:47 AM
But first - attack/defence - a good commander must first understand the capacities of his/her troops.
#79
Posted 18 June 2012 - 12:58 AM
#80
Posted 18 June 2012 - 01:05 AM
Edited by ArchSight, 18 June 2012 - 02:53 AM.
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