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Personalized Skill Trees


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#21 -VooDoo-

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Posted 24 May 2015 - 08:50 PM

I think you missed a little, separate trees within one mech...say 3 geared towards different play styles. You can choose a different tree at any time so long as you have acquired the points to do so...like changing modules at will. That's how I would want to see it anyway.

#22 Chuanhao

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Posted 25 May 2015 - 03:29 AM

Thanks for the clarification. As long as a player is not locked out of any skill tree, then thats fine. The effort to unlock all skill trees shouldn't be more than current as well. Aim is not to make the grind more onerous.

#23 Gattsus

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Posted 25 May 2015 - 03:49 AM

View PostLevi Porphyrogenitus, on 21 May 2015 - 07:54 PM, said:

People have been suggesting this for as long as MWO had working forums.

Personally, I think that using skill trees to emphasize role warfare would work nicely. Or even, instead of trees, have a selection of available skills from which you must choose only a limited number.


^ and the removal of ghost heat.

#24 oldradagast

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Posted 25 May 2015 - 05:45 AM

They still haven't done anything about Pinpoint, that amazing skill that literally does nothing but act as a 3,000 XP tax to get your double basics. We were told ages ago that it was going to be replaced with a skill that buffs hitpoints on equipment, but I guess that proved to be "too hard" or some nonsense, so we're still stuck with a literally useless skill in its place.

And then we have the skills that don't do anything on certain mechs, such as moving your arms further back and forth on mechs that don't have lower arm actuators, LBX guns that can't fire solid shots because nobody knows how to change ammo, and so on. Sad, really.

#25 -VooDoo-

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Posted 26 May 2015 - 12:55 PM

Do you mean to say that there are utterly useless things in this game? A dare say this cannot possibly be so. I recognize a hula girl lie when I see one.

#26 Vandul

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Posted 26 May 2015 - 01:10 PM

View Poststjobe, on 22 May 2015 - 02:41 AM, said:

What, you mean like this:

Posted Image

Yeah, that was the original plan; the current crap was just a place holder for the above system. Somewhere along the way PGI decided that the place holder wasn't a place holder any more.

Which was a stupid and short-sighted decision, like so many decisions they've made.

Or this?

<see sig>

#27 Tombstoner

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Posted 26 May 2015 - 03:08 PM

View PostMercules, on 21 May 2015 - 08:23 PM, said:

In the original plan for Mechwarrior one of the 4 pillars was Role Warfare which included specialized skill trees for Scouts, Attack/Defense, and Commanders. So before there were even forums the idea existed, it just was shunted to the side and never examined since Closed Beta.

Sorry i was present during those events and role warfare was never part of closed beta. its showed up the day ECM when live and PGI checked off one of the design pillars. Modules fill out the rest of the design pillar. Over all its like seeing a burger ad on TV then getting one in real life.... big let down.

#28 Chuanhao

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Posted 26 May 2015 - 03:41 PM

I think role warfare is in a sense fulfilled by

1) selection of modules (restricted - so a choice has to be made)

2) rewards 2.0

Do we need pilot skill tree as well, I see myself just grinding to ensure I can play all skill trees. So that would be useful only for people with few XP points.

#29 LordNothing

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Posted 26 May 2015 - 08:56 PM

at least have upgrades that match the mech. doing arm reflex doesnt make a lot of sense on a banshee 3e or any other mech with useless arms. upgrading twist does nothing for an urbanmech, it can already 360. on any mech where an upgrade doesnt make any sense it needs to be removed and replaced with something more relevant.

#30 meteorol

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Posted 26 May 2015 - 10:39 PM

And then the choices will be permanent and respec will bei 1000MC. Because killing customization and being greedy is PGIs style.

Edited by meteorol, 26 May 2015 - 10:39 PM.


#31 Tiamat of the Sea

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Posted 26 May 2015 - 10:40 PM

View PostJazz Hands, on 21 May 2015 - 07:24 PM, said:

I think skill trees that branch off and make the user choose a path would be a nice addition. So going one path would give a variety of skills while the other had different choices. Like being able to walk faster in one tree while the other allows you to shoot faster...with other skills as well but just as a point. Would give more variations to mechs...

Many games do this already...the terribad world of warcraft as an example has 3 skill trees to choose. It would only effect top tier skills...



Psssssst.

http://mwomercs.com/...e-pilot-skills/

#32 Mercules

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Posted 27 May 2015 - 05:47 AM

View PostTombstoner, on 26 May 2015 - 03:08 PM, said:

Sorry i was present during those events and role warfare was never part of closed beta. its showed up the day ECM when live and PGI checked off one of the design pillars. Modules fill out the rest of the design pillar. Over all its like seeing a burger ad on TV then getting one in real life.... big let down.


As I stated, "it was part of the plan". The plan was never carried out. No need to apologize for misinterpreting my statement, especially in advance.





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