

New Skill Tree First Look!
#121
Posted 09 December 2016 - 07:31 PM
This has to be the most expensive game ever.
They can't expand the playerbase because the game is broken, so they make it up in overcharging fans of Battletech.
I'm out if this xp master rate does not change significantly.
#122
Posted 09 December 2016 - 07:42 PM
ALEXANDER CARLYLE, on 09 December 2016 - 07:31 PM, said:
This has to be the most expensive game ever.
They can't expand the playerbase because the game is broken, so they make it up in overcharging fans of Battletech.
I'm out if this xp master rate does not change significantly.
Well how so? I only see xp, gxp, and cbills being spent in those clips.
I see it as a way to diversify the mechs even more so the meta would be closer to your own individual meta. Basically you build you skills out with your 50 skill points how you play instead of what the game already has setup with quirks and current skill map.
Also HI ALEX!!!
Edited by Clownwarlord, 09 December 2016 - 07:47 PM.
#123
Posted 09 December 2016 - 07:49 PM
And if its all just speculations at this point, then Russ horribly miss launched the change in my opinion.
#124
Posted 09 December 2016 - 07:53 PM
Clownwarlord, on 09 December 2016 - 07:42 PM, said:
I see it as a way to diversify the mechs even more so the meta would be closer to your own individual meta. Basically you build you skills out with your 50 skill points how you play instead of what the game already has setup with quirks and current skill map.
Also HI ALEX!!!
Greetings. The proof will be in the cash you spend when this comes out.
#125
Posted 09 December 2016 - 07:53 PM
#126
Posted 09 December 2016 - 09:29 PM
Clownwarlord, on 09 December 2016 - 07:53 PM, said:
So you will want two drop decks or so. Each mech will need to be elite if you want to keep up. The new metta will change quickly because we are a creative bunch and enjoy experimenting with mech builds to try and make them better. That means that most serious players will be respecting several times over any given period. You see the high cost of respecting in real dollars.
Having said that, PGI is free to do whatever they want to squeeze every last coin out of the battletech/mechwarrior fans.
Like the Harkonans in Dune: Through a mining (Microsoft) contract, currently under the control of House Harkonnen, (PGI), Dune (The player base) is squeezed for every last bit of the spice (Real world $.)
Its their right, and we have to examine if we want to go along for the cost, or not.
End of line.
#127
Posted 11 December 2016 - 05:00 PM
AnTi90d, on 03 December 2016 - 09:23 PM, said:
3.5 MILLION experience points
..to master each mech.
..the grind is real..
Where do you get that number? I only see a possible total of 750,000 per mech that you even CAN spend. 10,000 per skill point, and a total allowed 75 skill points that you can use on one mech. Of course that is still a ton. My highest leveled mech only has a total of 250,000 right now. getting him to 750,000 would be a major grind. My highest level mech would only be 1/3rd of the way to being fully upgraded. LAME
#128
Posted 11 December 2016 - 11:03 PM
This while keeping the 75 perk limit.
I do agree the total xp to get to 75 perks should be reduced to something similar to what takes to master our current 3 chassis plus modules though ~220k.
Edited by Yich Liao, 11 December 2016 - 11:08 PM.
#129
Posted 12 December 2016 - 05:37 AM
BabyCakes666, on 03 December 2016 - 10:29 PM, said:
now clan mechs have quirks the EBJ has non and it poop dmg just fine
i mean what abut my hero mechs i PAYED MONEY FOR!!! wtf abut thos quirks MY LK!!
idk wtf there dong but im not happy D:<
*THEY* (PGI) Don't know what they're doing, not a clue, nowt, no ******* iota of sense, Logic? totally devoid of any. Then after that we have Russ an Paul controlling it all.
The one thing they do know how to do is use the excellent mech designers and cash grabs but then turning around and nerfing them a week later and sticking a big figure up at the fans of the franchise but not the developers.
this game has so much potential but with PGI in charge, no hope. Its so frustrating.
#130
Posted 12 December 2016 - 07:47 AM
ITT- The sky falls... again
Edited by GreenHell, 12 December 2016 - 07:47 AM.
#131
Posted 12 December 2016 - 08:02 AM
#132
Posted 12 December 2016 - 10:14 PM
Dee Eight, on 04 December 2016 - 05:42 PM, said:
Sounds too much like “But we have to pass the [health care] bill so that you can find out what’s in it....”
I'd rather see the system on PTS for a couple of months so that we can find out what's in it and work out the bugs before just springing it on the live servers. At least a complete workup of exactly how the new system works (as a PDF, not a wall of text).
#133
Posted 12 December 2016 - 10:26 PM
ALEXANDER CARLYLE, on 09 December 2016 - 09:29 PM, said:
So you will want two drop decks or so. Each mech will need to be elite if you want to keep up. The new metta will change quickly because we are a creative bunch and enjoy experimenting with mech builds to try and make them better. That means that most serious players will be respecting several times over any given period. You see the high cost of respecting in real dollars.
Having said that, PGI is free to do whatever they want to squeeze every last coin out of the battletech/mechwarrior fans.
Like the Harkonans in Dune: Through a mining (Microsoft) contract, currently under the control of House Harkonnen, (PGI), Dune (The player base) is squeezed for every last bit of the spice (Real world $.)
Its their right, and we have to examine if we want to go along for the cost, or not.
End of line.
The first thing I noticed is there will be not eliting or mastering of any mech now. You will have to purchase 50 Skill Points and then spend the Skill Points in multiple tables how you want. Best way I can explain this is like playing Fallout 4 at the begining of the game when you create your player. You get Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck and with those you got 10 points bar for each, so it looked like this:
Strength [ 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10]
Perception [ 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10]
Endurance [ 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10]
Charisma [ 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10]
Intelligence [ 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10]
Agility [ 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10]
Luck [ 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10]
And at the beginning of the game you get only 30 skill points to fill out your perks. So you get something like this:
Strength [ 1 - 2 - 3 - 4 - (5) - 6 - 7 - 8 - 9 - 10]
Perception [ 1 - 2 - 3 - (4) - 5 - 6 - 7 - 8 - 9 - 10]
Endurance [ 1 - 2 - 3 - (4) - 5 - 6 - 7 - 8 - 9 - 10]
Charisma [ 1 - 2 - 3 - (4) - 5 - 6 - 7 - 8 - 9 - 10]
Intelligence [ 1 - 2 - 3 - 4 - (5) - 6 - 7 - 8 - 9 - 10]
Agility [ 1 - 2 - 3 - (4) - 5 - 6 - 7 - 8 - 9 - 10]
Luck [ 1 - 2 - 3 - (4) - 5 - 6 - 7 - 8 - 9 - 10]
But for MWO you will have Energy, Ballistic, Missile, Sensors, Agility, JJ, and many others that PGI can think of. But like Fallout 4 you will only have so many points, but then unlike Fallout 4 once you use up all 50 you can't earn more (but you can change how those 50 points are spent). Thus allowing you to build the mech more tailored to you and increases the chances of differences or people finding some crazy insane metas to counter one another.
#135
Posted 13 December 2016 - 02:56 AM
So whats going to happen in the new system am i going to have an abundance of xp for re levelling the majority of my 62 mechs?
What happens to mechs like the centurion, hunchback or dragon etc which are heavily dependant on one component like an arm will they still have quirks protecting that part?
Edited by mad kat, 13 December 2016 - 03:00 AM.
#137
Posted 13 December 2016 - 02:55 PM
#138
Posted 15 December 2016 - 10:04 PM
think some folks are forgetting the pilot skill rating brackets, that should keep the noob stomp to a minimum or in my case the average usual 'get stomped every third or forth pub match' (i'm a mid tier 4, and a casual player... hell i still have premium time banked from my founders pack)
might also be forgetting that this gives you, the player, a chance to get the mech you love to work the way you want it to..... or at least preform a bit better which is always a bonus.
i'm way too old to worry about competitiveness, just want the mechs i run to function ok... there is still going to be the new hotness and netlist crunchy builds. that ain't going to change no matter what game you play.
as for IS vs Clan... IS was always on the back foot on the get go, and PGI did tune them Clanners down enough to make the pvp playable. (in tabletop a star was an almost even match for 3 lances, played many of those

loads of negativity here, guys lighten up a bit. you will have more fun.
Edited by Romulas One, 15 December 2016 - 10:05 PM.
#139
Posted 16 December 2016 - 10:44 AM
Edited by BloodKnight101, 16 December 2016 - 10:45 AM.
#140
Posted 16 December 2016 - 12:05 PM


I like the new requirements to Superman a mech, currently it is too easy. Plus, this is only going to diversify the mechs in game. Next time you see XYZ mech dont assume it is in Superman mode, it very well could not be thanks to the different requirements.
Nice work. PGI continues to mix it up. Trying new things, helping the battlefields change and improve. Nothing is worse than a good game going to **** because of a rubber stamp game play style, a few knee jerk uber platforms, and same-same maps.
Speaking of maps, me thinks PGI should devote more resources to developing maps.

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