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New Mech Skill Trees Anytime Soon?

Skills Gameplay BattleMechs

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#21 627

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Posted 12 August 2015 - 12:43 AM

lol.. welcome to 2013!

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 Speedy Plysitkos

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Posted 12 August 2015 - 12:59 AM

well creating xls sheet with tree is piece of cake.

But balancing all the by hand made quirks here and there.... a yr work.

#23 Bloody

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Posted 12 August 2015 - 01:03 AM

i dont see any change happening soon, as long as folk keep chucking them money for mech packs etc they do not have to do anything substantial . If you audience is has such low expectations, then just keep drip feeding them

#24 Joseph Mallan

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Posted 12 August 2015 - 01:05 AM

View PostDeathlike, on 11 August 2015 - 05:43 PM, said:

Soon™.

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 Deathlike

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Posted 12 August 2015 - 08:42 AM

View PostAlistair Winter, on 11 August 2015 - 10:25 PM, said:

"Placeholder" has no meaning for PGI though. I wouldn't be surprised if they replaced the 'convergence' skill with the 'extra hitpoints to weapons' skill Paul mentioned and then declared that they've finally completed the final stage of the skill tree. We've had placeholder maps and placeholder game modes and placeholder UI for so long.

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 Mechwarrior Buddah

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Posted 12 August 2015 - 10:15 AM

View PostAlistair Winter, on 11 August 2015 - 10:25 PM, said:

Maybe the new Battletech game


errr what?

View PostJoseph Mallan, on 12 August 2015 - 01:05 AM, said:

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.


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 Tyler Valentine

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Posted 12 August 2015 - 02:47 PM

View Post627, on 12 August 2015 - 12:43 AM, said:

lol.. welcome to 2013!

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.

View PostMechwarrior Buddah, on 12 August 2015 - 10:15 AM, said:


errr what?



Get with it man!!! :lol:
http://battletechgame.com/

#28 Alistair Winter

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Posted 12 August 2015 - 02:54 PM

View PostDeathlike, 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 Deathlike

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Posted 12 August 2015 - 04:11 PM

View PostAlistair Winter, on 12 August 2015 - 02:54 PM, said:

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.


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 MechaBattler

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Posted 12 August 2015 - 04:26 PM

They need to separate out the skill types and make them choices instead of all being mandatory.

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 Davers

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Posted 12 August 2015 - 06:21 PM

View PostViolent Nick, on 11 August 2015 - 09:20 PM, said:


We thought the Warhorns were placeholders when we first saw them..


We did?

View PostMechwarrior 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 Mechwarrior Buddah

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Posted 12 August 2015 - 07:56 PM

View PostTyler 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!!! :lol:
http://battletechgame.com/


Who are harebrained schemes that sounds familiar

#33 Soldier91

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Posted 12 August 2015 - 10:40 PM

View Postarmyunit, on 11 August 2015 - 07:02 PM, said:

Anyone else here wish the whole skill tree system could just go burn and die?

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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