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The Elite Tree: Replace Or Repair The Two Placeholder Skills!

Balance Metagame Skills

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#21 Ultimax

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Posted 26 September 2014 - 02:15 PM

View PostLauLiao, on 26 September 2014 - 01:01 PM, said:

My idea was to replace "Pinpoint" convergence with a small projectile speed boost and/or shortened laser duration. That would keep it with the pinpoint theme of making your shots more accurate, but would actually do something.



Great idea, this deserves it's own suggestion thread.

#22 Kain Demos

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Posted 26 September 2014 - 02:17 PM

View PostUltimatum X, on 26 September 2014 - 02:15 PM, said:



Great idea, this deserves it's own suggestion thread.


Which I think should cover the new weapon modules being worked on as well. I started a thread on those and even bumped it myself but no one posted.

The skill tree and module systems should be discussed together since they have so much effect on each other.

#23 Deathlike

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Posted 26 September 2014 - 02:17 PM

I don't think people have seriously understood how the current mech tree of skills actually affects the game.

Run one of the trial mechs... ideally one you have an equivalent elited out or mastered version of the same variant. Build your mech the same/similar to the trial mech.

Play the trial mech for a bit. Try to win 5 games with it (it is an achievement believe it or not when you accomplish this).

Play the mech you own for a bit. Try to win 5 games with it.

See how differently you feel about the trial mech vs the similar mech you put together.

That is how drastic the game looks to the newbie vs that guy that has that mech mastered out.

#24 Felicitatem Parco

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Posted 26 September 2014 - 02:21 PM

The "pinpoint" skill is disabled because of instant convergence. The host-state-rewind system would require server authentication every time you pointed your crosshairs at a foe to determine if it should actually start the convergence process. All these server checks would have caused too much lag, and so they removed slow convergence from the game.

The developers already said they will be replacing the Pinpoint skill... But that was some time ago. It's nice to see Russ getting on the case. May I suggest breaking out the hotdogs and Pepsi? Bribes usually work...

Edited by Prosperity Park, 26 September 2014 - 02:23 PM.


#25 Kain Demos

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Posted 26 September 2014 - 02:24 PM

If that's the case WOW, how is that piece of crap still in the game?

Replace it with something useful:

1. % reduction in weapon heat
2. reduction of laser duration/increase of projectile speed
3. Increased range

#26 Lightfoot

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Posted 26 September 2014 - 02:25 PM

I don't use arm-lock, I use Convergence.

#27 Ultimax

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Posted 26 September 2014 - 02:44 PM

View PostDeathlike, on 26 September 2014 - 02:17 PM, said:

I don't think people have seriously understood how the current mech tree of skills actually affects the game.

Run one of the trial mechs... ideally one you have an equivalent elited out or mastered version of the same variant. Build your mech the same/similar to the trial mech.

Play the trial mech for a bit. Try to win 5 games with it (it is an achievement believe it or not when you accomplish this).

Play the mech you own for a bit. Try to win 5 games with it.

See how differently you feel about the trial mech vs the similar mech you put together.

That is how drastic the game looks to the newbie vs that guy that has that mech mastered out.



If newbies weren't being dumped into the middle Elo bucket, then this wouldn't be an issue.


The reality is that there are not likely enough new players to have them all playing together.



However that being said those are not just newbies, those are newbies who want to play the game totally for free.


When I started this game in Feb, friends told me about the XP that I couldn't earn and I didn't mind because I thought it was cool I could even play the game with a choice of mechs, and no need to spend money at all, plus a cadet bonus that meant I could buy with cbills the first mech I wanted to play.

#28 Paul Inouye

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Posted 26 September 2014 - 02:44 PM

Pinpoint is going to be replaced by an efficiency that increases the health of items (weapons/equipment) by 20%.

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.

#29 DocBach

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Posted 26 September 2014 - 02:44 PM

It'd be way more cool if pinpoint was broken down into a couple of different options, but you could only choose one like

"Sharpshooter" -- quicker projectile speed for AC's
"Laser Specialist" -- shorter laser beam burn time
"Missile Command" -- shorter missile lock time

#30 Felicitatem Parco

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Posted 26 September 2014 - 02:48 PM

View PostPaul Inouye, on 26 September 2014 - 02:44 PM, said:

Pinpoint is going to be replaced by an efficiency that increases the health of items (weapons/equipment) by 20%.

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.


Yay! We knew that fastfire was working still (it was one person's confusion on this issue that caused it to seem like a big deal). It's nice to know you have a replacement plan. Thanks for the update!

Edited by Prosperity Park, 26 September 2014 - 02:49 PM.


#31 Ultimax

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Posted 26 September 2014 - 02:51 PM

View PostPaul Inouye, on 26 September 2014 - 02:44 PM, said:

Pinpoint is going to be replaced by an efficiency that increases the health of items (weapons/equipment) by 20%.

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.



Thanks for the clarification (and spoiler!) - if you could also clarify whether the various cooldown reduction bonuses such as Fast Fire, Modules & specific mech quirks are additive or multiplicative that would be great.

#32 Kain Demos

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Posted 26 September 2014 - 02:56 PM

Not a skill that really helps but at least it's replacing a useless one.

#33 Felicitatem Parco

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Posted 26 September 2014 - 02:57 PM

Did you need to break out the hotdogs?

#34 Rebas Kradd

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Posted 26 September 2014 - 03:07 PM

View PostPaul Inouye, on 26 September 2014 - 02:44 PM, said:

Pinpoint is going to be replaced by an efficiency that increases the health of items (weapons/equipment) by 20%.


What is the lore justification for that? Sounds kinda artificial and "video game-y".

Sorry for sounding like one of those design purists...

Edited by Rebas Kradd, 26 September 2014 - 03:07 PM.


#35 terrycloth

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Posted 26 September 2014 - 03:09 PM

Makes as much sense as (m)any of the other masteries. You tweaked your mech so that the crittable objects are better protected.

A second layer of duct tape holding them in place?

Edited by terrycloth, 26 September 2014 - 03:10 PM.


#36 Brody319

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Posted 26 September 2014 - 03:09 PM

View PostRebas Kradd, on 26 September 2014 - 03:07 PM, said:


What is the lore justification for that? Sounds kinda artificial and "video game-y".

Sorry for sounding like one of those design purists...


mech pilots managed to gain enough experience to fix up their weapons better. they know what needs to be fortified and what doesnt, allowing them to make guns stronger to impact without changing the weight.

#37 Redshift2k5

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Posted 26 September 2014 - 03:31 PM

This has been an issue for so long I've gotten entirely too complacent with it and forgot it was a problem.

Thanks for giving this long-standing issue a day in the limelight and bringing it back to the community's -and the devs'- attention

#38 Ph30nix

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Posted 26 September 2014 - 03:33 PM

View PostPaul Inouye, on 26 September 2014 - 02:44 PM, said:

Pinpoint is going to be replaced by an efficiency that increases the health of items (weapons/equipment) by 20%.

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.

can you guys undo some of the nerfs to the AC/2 its not op in the slightest at the last cut down the heat or remove ghost heat, remove the impulse if you want

#39 Redshift2k5

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Posted 26 September 2014 - 03:34 PM

View PostDocBach, on 26 September 2014 - 02:44 PM, said:

It'd be way more cool if pinpoint was broken down into a couple of different options, but you could only choose one like

"Sharpshooter" -- quicker projectile speed for AC's
"Laser Specialist" -- shorter laser beam burn time
"Missile Command" -- shorter missile lock time


It would be nice to specialize, but then you'd need a mechanic to undo and rebuy a skill. Many pilots will osscilate back and forth between different builds (even owning multiple mechs of the same variant) to fild more loadouts, and a locked-in skill would be bad for that.

almost as if you should have a seperate type of unlockable & modular module for that sort of specialization...

#40 DocBach

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Posted 26 September 2014 - 03:37 PM

View PostRedshift2k5, on 26 September 2014 - 03:34 PM, said:


It would be nice to specialize, but then you'd need a mechanic to undo and rebuy a skill. Many pilots will osscilate back and forth between different builds (even owning multiple mechs of the same variant) to fild more loadouts, and a locked-in skill would be bad for that.

almost as if you should have a seperate type of unlockable & modular module for that sort of specialization...


yeah, maybe someday the module trees will have more to offer than cooldown and range boosts.





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