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New Skill Tree - Cooldown Rates


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#1 MotokoMK

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Posted 11 February 2017 - 01:46 PM

Correct me if i missed something...

In the Old System you got:
5% Cooldown by mech skill Fast Fire
12% Cooldown by a Module
and maybe some Quirks in your Mech. (5% in my Ice Ferret) = total of 17% / 22%
My Ice Ferret runs cool enough to bring the cooldown rate to it's maximum and fire like hell... *nice*

With the new system you only can get 5% in the skill tree and thats it ? wtf
Why is the cooldown rate of any weapon type so limited ???

What I saw so far, the armor skills are pretty OP, so if you are in a light/medium with a good heat management, how can you kill such "tanks" when you cant fire fast enough?

btw If we get this skill system we will see alot more laser builds bc the most guys will ran out of ammo in the end of the game, to kill these hard beasts.

Greetings

#2 ArmageddonKnight

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Posted 11 February 2017 - 02:07 PM

With all due respect.

Lights killing assaults specced out for tanking is just wrong. The fact they can do that now is bad enough.

I get the appeal by light mech pilots to be able to do this, who wouldnt. BUT it doesnt make sense, thats like saying a single torpedo boat can take out a destroyer or battleship in real life, it just cant be done.

The fact the new skill tree allows buffs to defence is great, in fact i dont think it goes far enough. 10% bonus to a assaults front loaded armor of 130 is only 13, and as it stand on the PTS u dont even get that as it gives u 11 instead. 130 to 141 front centre armor isnt going to make much of a difference when 3 or more mechs alpha strike you with 50+ dmg.

Im sure u've atleast played an assault once, u ever turned a corner and had a couple mechs stairing at u, ull find urself in specator mode very quickly thanks to the rediculus amount of alpha damage currently in the game. Not to mention the all to common situation where u have a light mech or two shanking u in the back with Large lasers and ruining your day.

I agree with the CD bonuses you have pointed out, but i couldnt disagree more about the idea that assaults will become to tanky, especialy the idea that it would take to long for a light to take down an assault, the fact u can take one down at all should be enough.

A lights purpose on the field is to scout &support and do all that is associated with those jobs. Not to take on heavy and assault mechs.

Edited by ArmageddonKnight, 11 February 2017 - 02:08 PM.


#3 MotokoMK

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Posted 11 February 2017 - 03:35 PM

If i had the chance to fight an assault or heavy in 1v1, i would do it, especially assaults. With good speed and Fast fire i would do a lot dmg on that enemy. I dont like the idea of sniping with LL in an medium or light. Close Combat ftw!
10% means 10% to all parts, not only the FT. So you should be able to fire fast enough (for the holy PGI balancing #ironyoff)

How often does it happen, that 3 guys alpha the torso of the same target...? Only in well coordinated matches and matches where the pilots know what they are doing. Lucky you if this happens in your games.

#4 Chound

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Posted 11 February 2017 - 03:40 PM

View PostArmageddonKnight, on 11 February 2017 - 02:07 PM, said:

With all due respect.

Lights killing assaults specced out for tanking is just wrong. The fact they can do that now is bad enough.

I get the appeal by light mech pilots to be able to do this, who wouldnt. BUT it doesnt make sense, thats like saying a single torpedo boat can take out a destroyer or battleship in real life, it just cant be done.

The fact the new skill tree allows buffs to defence is great, in fact i dont think it goes far enough. 10% bonus to a assaults front loaded armor of 130 is only 13, and as it stand on the PTS u dont even get that as it gives u 11 instead. 130 to 141 front centre armor isnt going to make much of a difference when 3 or more mechs alpha strike you with 50+ dmg.

Im sure u've atleast played an assault once, u ever turned a corner and had a couple mechs stairing at u, ull find urself in specator mode very quickly thanks to the rediculus amount of alpha damage currently in the game. Not to mention the all to common situation where u have a light mech or two shanking u in the back with Large lasers and ruining your day.

I agree with the CD bonuses you have pointed out, but i couldnt disagree more about the idea that assaults will become to tanky, especialy the idea that it would take to long for a light to take down an assault, the fact u can take one down at all should be enough.

A lights purpose on the field is to scout &support and do all that is associated with those jobs. Not to take on heavy and assault mechs.


sorry, but I have to challenge on two counts. A sigle torpedo in the right placed like ingine room or a weapons bunker could create an explosion that would destroy the ship. It is possible for lights to take down an assault. by moving faster than the assault can move they can just make a small jab nto the assault. All they need is one shot to get into the CT and hit the engine. In lore and the novels on battletech, Fasa gave some approval to, lights like a raven or jenner would work in a group and attack an assault. Some of the ... more expeerienced gammers should be putting more than a token amount of armour in the rear. I have a difference of 10-20 points between my front and back armor. MWO dfoesn't even have a few tings. physical combat, or Death From Above. I sometimes wonder about being able to take an empty gauss rifle and ramming it into the armor of an opponent to put a hole in him.





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