New Mech Skill Trees Anytime Soon?
#21
Posted 12 August 2015 - 12:43 AM
it is so sad they can't pay a student 50 dollar so he can make a fleshed out skill tree in 2 days.
And after that this could be implemented in like... 4 month or so...
#22
Posted 12 August 2015 - 12:59 AM
But balancing all the by hand made quirks here and there.... a yr work.
#23
Posted 12 August 2015 - 01:03 AM
#24
Posted 12 August 2015 - 01:05 AM
Deathlike, on 11 August 2015 - 05:43 PM, said:
Seriously though, I'd like this addressed, but PGI's short range/term focus is on Steam and not much else I'm afraid.
Well if this is true, then PGI better get player advancements in place asap. As generic as skills are now... vanilla would be an exciting improvement.
Edited by Joseph Mallan, 12 August 2015 - 01:06 AM.
#25
Posted 12 August 2015 - 08:42 AM
Alistair Winter, on 11 August 2015 - 10:25 PM, said:
I've given up waiting for things like this. Maybe the new Battletech game will have some RPG and rolewarfare elements.
It's not hitpoints to weapons... it's hitpoints to equipment.
Instead of that PPC-AC10 instagib of 10HP equipment, it'll be instagib of like probably 12HP equipment with Gauss+AC20.
#26
Posted 12 August 2015 - 10:15 AM
Alistair Winter, on 11 August 2015 - 10:25 PM, said:
errr what?
Joseph Mallan, on 12 August 2015 - 01:05 AM, said:
lol they dont know he meaning of asap
prolly think it ends in paul
Edited by Mechwarrior Buddah, 12 August 2015 - 10:15 AM.
#27
Posted 12 August 2015 - 02:47 PM
627, on 12 August 2015 - 12:43 AM, said:
it is so sad they can't pay a student 50 dollar so he can make a fleshed out skill tree in 2 days.
And after that this could be implemented in like... 4 month or so...
Seriously though, this is the amount of time, money and effort it would require. It would be such an improvement in both game play as well as immersion, I can't believe (I know it's PGI but still...) this hasn't been addressed yet.
Mechwarrior Buddah, on 12 August 2015 - 10:15 AM, said:
errr what?
Get with it man!!!
http://battletechgame.com/
#28
Posted 12 August 2015 - 02:54 PM
Deathlike, on 12 August 2015 - 08:42 AM, said:
It's not hitpoints to weapons... it's hitpoints to equipment.
Instead of that PPC-AC10 instagib of 10HP equipment, it'll be instagib of like probably 12HP equipment with Gauss+AC20.
Well, most people are only equipping weapons and heatsinks and the occassional jesus box, but fair enough. Regardless, it's pretty much the opposite of what I want anyway. Instead of high ttk and gradual breakdown of mechs, we get low ttk and more or less instant death.
Giving more hitpoints to equipment serves zero purpose. None. Zilch.
#29
Posted 12 August 2015 - 04:11 PM
Alistair Winter, on 12 August 2015 - 02:54 PM, said:
Giving more hitpoints to equipment serves zero purpose. None. Zilch.
Well, these was things floated out last year in response (from the Paulconomist, no less), but nothing came of that yet.
Better off guaranteeing role warfare is MIA for another year than figuring out when this particular change would occur.
#30
Posted 12 August 2015 - 04:26 PM
I could understand keeping the basics. But then you should have to choose between cooling efficiency, weapon buffs, and agility boosts and other stuff. Instead everyone having the exact same boosts. And heavies and assaults enjoying more agility they rightly deserve.
#31
Posted 12 August 2015 - 06:21 PM
Violent Nick, on 11 August 2015 - 09:20 PM, said:
We thought the Warhorns were placeholders when we first saw them..
We did?
Mechwarrior Buddah, on 12 August 2015 - 10:15 AM, said:
errr what?
lol they dont know he meaning of asap
prolly think it ends in paul
New turn based BT game on kickstarter by the guys who made the Shadowrun game. Probably another Mechwarrior Tactics, with a new name since MWT is now a poison.
#32
Posted 12 August 2015 - 07:56 PM
Tyler Valentine, on 12 August 2015 - 02:47 PM, said:
Seriously though, this is the amount of time, money and effort it would require. It would be such an improvement in both game play as well as immersion, I can't believe (I know it's PGI but still...) this hasn't been addressed yet.
Get with it man!!!
http://battletechgame.com/
Who are harebrained schemes that sounds familiar
#33
Posted 12 August 2015 - 10:40 PM
armyunit, on 11 August 2015 - 07:02 PM, said:
I suppose this is just my opinion, but un-leveled mechs always feel much heavier, especially in the torso-twisting area, and then once you elite them, they get almost twitchy. It's quite a departure from the gameplay of past Mechwarrior titles, and personally I greatly dislike it, mainly because it just doesn't feel like a Mechwarrior game.
I suppose a skill tree work would be better than nothing, though. I certainly can appreciate the progression element that the system brings.. I just wish it didn't break the immersive feel of the mechs.
I actually like the skill trees. You get noticeable improvements for piloting the mech and it just seems more intuitive than built in mech quirks. I usually end up pretty bored with whatever mech I'm using by the time I master it and want to move on to a different chassis just to put the xp I gain to use. Not being able to save different loadouts of module/armor distribution in the mechlab makes refitting the mech back and forth a bit of a hassle, and inherent quirks sort of put a superficial limit about what you want to fit it with and sort of limits strategy about playing. Omnipods look kind of are nice in that respect an expanded skill tree could help a lot to make things more flexible.
Edited by Soldier91, 12 August 2015 - 10:42 PM.
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