

New Skilltree - Status
#21
Posted 06 August 2015 - 05:58 AM
#22
Posted 06 August 2015 - 09:06 AM
Best time ever to convert that Mech XP to GXP and use it to send those leveling woes on their way, forever.

Did I say... Yahoooo..... yet?

#23
Posted 06 August 2015 - 09:26 AM
However, the big problem with skills and modules in MWO is that they're always 100% positive with no negatives. It's never something like "Increased turn rate, lower maximum speed" or "Increased rate of fire, lower range". I wish skills and modules were more about unlocking new playstyles instead of simply having flat out superior mechs compared to other people (i.e. new players).
Kubernetes, on 06 August 2015 - 05:58 AM, said:
I've been playing my brand new Dire Wolves without Basic skills lately, and they're arguably the mechs in the game that suffer most without 2x bonuses, except maybe the Locust. I'm having loads of fun. I wish all heavy and assault mechs were more sluggish, like the DW. It would give more variation in gameplay. Right now, most assaults aren't that different from heavies, most heavies aren't that different from mediums. Only the light mech class stands out as being a totally different experience, generally.
#24
Posted 06 August 2015 - 09:41 AM
I enjoy "leveling up" RPG elements in any game, but I also like the idea of just starting out with raw skill, the same as everyone else.
Guess time will tell.
#25
Posted 06 August 2015 - 09:57 AM
RoboPatton, on 06 August 2015 - 09:41 AM, said:
Considering that they have given us no information, I agree that it does not bode well.
Said it in a prior thread. Document everything with screen shots. I'm also heavily debating on purchasing any modules while they are on sale. Why bother if they are going to disappear in a few months? The kick in the groin will be if they think of "refunding" only the resale value of them when they are removed. No sir, full price.
Edit: And what about those who spend MC to convert Mech XP to GXP for the sole purpose of unlocking these modules? Will they be refunded their MC? A: Highly unlikely.
Edited by KodiakGW, 06 August 2015 - 10:04 AM.
#26
Posted 06 August 2015 - 12:15 PM
RoboPatton, on 06 August 2015 - 09:41 AM, said:
I enjoy "leveling up" RPG elements in any game, but I also like the idea of just starting out with raw skill, the same as everyone else.
Guess time will tell.
Most likely something which pumps up the alpha strikes of heavies and assaults...which will lead to a TTK fiasco
But maybe I am too pessimistic
Edited by Bush Hopper, 06 August 2015 - 12:16 PM.
#27
Posted 06 August 2015 - 12:23 PM
Widowmaker1981, on 06 August 2015 - 01:50 AM, said:
Well, just your luck ... Double GXP Conversion is on right now!! That's what I do ... wait for GXP Conversion sales, convert the heck of of Mech Exp so I have a ton of GXP for getting Mechs to Speed Tweak and grind it from there.
#28
Posted 06 August 2015 - 12:46 PM
For example the first 5 levels of the Recon/Pursuit skill trees might look like this:
Recon - sensor/electronic warfare skill tree
Level 1: Gain sensor range, target decay, and 360 targeting modules for free.
Level 2: BAP gains the ability to drop stationary sensor probes (max 2 per game, duration 45 seconds)
Level 3: UAV consumable gives you 2 UAVs instead of 1.
Level 4: Module Unlock: Multitracker - when this module is installed, you can target 2-3 enemies at once
Level 5: ECM gains ghost mode, while in ghost mode the enemy sees 1-2 fake radar signatures within 90m of your location.
Pursuit- harasser/skirmisher skill tree
Level 1: Gain speed retention, shock absorbance, and hill climbing modules for free.
Level 2: Power Reverse - Can move backwards at 100% speed.
Level 3: Passive bonus to max speed, acceleration, deceleration, and turn speed.
Level 4: Consumable Unlock: Injection System- uses consumable slot, gives you burst of speed for Xseconds.
Level 5: Sidestep- you gain the ability to step laterally left or right (has a cooldown of several seconds)
Edited by Khobai, 06 August 2015 - 12:56 PM.
#29
Posted 06 August 2015 - 02:31 PM
#30
Posted 06 August 2015 - 02:35 PM
Titannium, on 06 August 2015 - 01:19 AM, said:
well, even id like to have options like this...

That is not a skill tree. That is a skill maze.
They at least need to replace the convergence skill.
Edited by Nathan Foxbane, 06 August 2015 - 02:36 PM.
#31
Posted 06 August 2015 - 02:55 PM
#32
Posted 06 August 2015 - 03:05 PM
Pjwned, on 06 August 2015 - 05:39 AM, said:
It's been years and it's probably going to be a few more.
I remember way back in beta they had been working on a multi-tiered skill tree similar to those in MMORPGs, but then somewhere along the line they scrapped it in favor of the current simplified skill tree.
#33
Posted 06 August 2015 - 03:11 PM
Ok after reading all the topics here and in suggestions this is how they will likely do it.
The currect mech skill tree will be broken up and players can choose only parts of it for a mech. Like Speed tweak but not faster fire. Etc.
Exact details and how it will work for each various mechs Im not sure about. Main thing is that this will improve gameplay and offer choices of the current skills, not all of them.
I didnt like the idea at first but it sounds great now looking at it. I actually replied in the first topic about a skill tree like this, that I didnt like it, then in the next that I did like it lol.

Some great ideas for pilot skill trees in suggestions, some make so much sense its almost a sure bet they will do it similar to those.
Edited by Johnny Z, 06 August 2015 - 03:14 PM.
#34
Posted 06 August 2015 - 07:02 PM
Bush Hopper, on 06 August 2015 - 12:15 PM, said:
Most likely something which pumps up the alpha strikes of heavies and assaults...which will lead to a TTK fiasco
But maybe I am too pessimistic
It is already a TTK fiasco. Except, not because of assault mechs. In fact, mediums and other faster mechs can basically put enough alpha strike together they are easier to play and dominate the field more then an assault does. Pinpoint laserbarf 50 point alphas are almost as easy to do on a 110KPH medium as a 48kph assault.
Thats why assault % is closing in on light% on the breakdowns. People are realising there is little advantage to the assault mechs at this time, and a lot of disadvantage. In pug matches anyway.
Skills should be expanded greatly, and seperated by pilot, weight class, chassis, and variant. For instance, variant quirks? Those go in the skill tree now. General chassi quirks? Same. Speed tweak? Unlocked for weight class, not variants, or at worst, chassis. Pilot skills would be stuff like ammo bonuses(related to ammo managment) sensor range/time stuff, etc.
Of all the things they could make really elaborate and detailed, PGI chose to ignore the skill tree and do fancy wierd things to weapons and such like ghost heat instead.
Edited by Eldagore, 06 August 2015 - 07:05 PM.
#35
Posted 06 August 2015 - 08:08 PM
Kubernetes, on 06 August 2015 - 05:58 AM, said:
I believe that is the intent of the pilot skill tree. Although maybe PGI could allow you to automatically master a mech after you have mastered one of the same chassis already (but I know that they make money off of the XP conversions, so I doubt this would happen).
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