Kinda what it says on the tin.
The mech experience tree has not seen an update for a long time, and with at least one skill having no effect at all. It would be good to have more ability to specialise based on the intended mech design/role. Another thing is that it would be good to have skills that boost non-energy weapons in the same way that the heat-based skills help energy-based ones e.g. increase the ammo per ton.
We could, for example, have a number of basic skills and the ability to take each up to 3 times but at the expense of not having others with resetting costing a certain amount of cbills.
This would let someone make an energy-focused mech run cooler at the expense of movement, focus on movement for scout mechs etc.


Revamp Of Mech Experience Trees
Started by BlackDragon83, Jun 03 2015 07:54 AM
3 replies to this topic
#1
Posted 03 June 2015 - 07:54 AM
#2
Posted 03 June 2015 - 08:45 AM
I agree. The part of this game that I love is the meta-tweaking. Tweak this tweak that. I would love to find time to spend money, GXP, MC, etc... to tweak my mechs all a mech skills tree.
I'm thinking something like the old Diablo games or the skill trees from World of Warcraft. Do I go 2% faster or do I have a 2% higher fire rate. I'd love to make choices like that.
I'm thinking something like the old Diablo games or the skill trees from World of Warcraft. Do I go 2% faster or do I have a 2% higher fire rate. I'd love to make choices like that.
#3
Posted 03 June 2015 - 08:58 AM
Mech trees need a huge overhaul! We should have to make choices rather than just getting them all. Weight classes should have different options.
#4
Posted 03 June 2015 - 11:25 PM
I love the idea that the mech trees for different weight classes should be different. Hell, this would be another way to create difference between variants and add some of the flavour of what their primary role. For example, giving the wolfhound more damage-dealing options than the raven and firestarter would help cement its light-hunting role.
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