New Skill Trees Replacing Quirks + Modules? Awesome!
#1
Posted 03 December 2016 - 09:16 PM
Nice call with the respec too.
#2
Posted 03 December 2016 - 09:29 PM
Guess I'll stop buying modules.
Edited by El Bandito, 03 December 2016 - 09:29 PM.
#3
Posted 03 December 2016 - 09:31 PM
El Bandito, on 03 December 2016 - 09:29 PM, said:
Guess I'll stop buying modules.
I believe he said by March. He definitely said all Cbills and XP will be refunded for modules. They also showed off a new UI element that shows how much xp each mech has and can xfer it.
#4
Posted 03 December 2016 - 09:32 PM
3.5 MILLION experience points
..to master each mech.
..the grind is real..
Edited by AnTi90d, 03 December 2016 - 09:33 PM.
#5
Posted 03 December 2016 - 09:33 PM
#6
Posted 03 December 2016 - 09:38 PM
AnTi90d, on 03 December 2016 - 09:32 PM, said:
3.5 MILLION experience points
..to master each mech.
..the grind is real..
Well, if you consider that the entire concept of "Mastering" a mech is changing to enable/create that end-game content people have been screaming about not having for years, then not really!
#7
Posted 03 December 2016 - 09:42 PM
So a unskilled locust wont even accelerate. heh. heh.
The only real question I have is if this fixes problems that were there before, where OP mechs were OP without any quirks. Or whether this adds even more complexity than the quirks system we have now.
I'm pretty excited with a change though.
#8
Posted 03 December 2016 - 09:46 PM
jjm1, on 03 December 2016 - 09:42 PM, said:
The only real question I have is if this fixes problems that were there before, where OP mechs were OP without any quirks. Or whether this adds even more complexity than the quirks system we have now.
I'm pretty excited with a change though.
My take on it (completely informed by what I've just seen so, YMMV) is that it's simpler in that there's no more buying a mech and wondering if new quirks down the road would invalidate the chassis -- you simply spec out that 'mech's skill tree in whatever direction you want.
Key part of your design or style gets nerfed? No problem - respec and adapt the 'mech's quirks and enhancements towards the new "meta" if that's what you want
Edited by Muzakman, 03 December 2016 - 09:47 PM.
#9
Posted 03 December 2016 - 09:50 PM
just a hunch in theory not in reality...
#10
Posted 03 December 2016 - 09:50 PM
Muzakman, on 03 December 2016 - 09:46 PM, said:
Key part of your design or style gets nerfed? No problem - respec and adapt the 'mech's quirks and enhancements towards the new "meta" if that's what you want
The whole purpose of quirks to begin was to give a leg up so weaker mechs can compete. So mechs that don't need help, how will they be handled.
#11
Posted 03 December 2016 - 09:59 PM
jjm1, on 03 December 2016 - 09:50 PM, said:
The whole purpose of quirks to begin was to give a leg up so weaker mechs can compete. So mechs that don't need help, how will they be handled.
I'm assuming each mech can only have a certain number of the skills unlocked at any given time so weaker mechs will have a higher number of skills available. That or certain mechs just have access to better skills.
#12
Posted 03 December 2016 - 10:00 PM
#13
Posted 03 December 2016 - 10:01 PM
Dakota1000, on 03 December 2016 - 09:59 PM, said:
I'm assuming each mech can only have a certain number of the skills unlocked at any given time so weaker mechs will have a higher number of skills available. That or certain mechs just have access to better skills.
^ This
#14
Posted 03 December 2016 - 10:02 PM
jjm1, on 03 December 2016 - 09:50 PM, said:
The whole purpose of quirks to begin was to give a leg up so weaker mechs can compete. So mechs that don't need help, how will they be handled.
Perhaps they plan to give the weaker mechs more skill points or whatever it's going to be. Because seriously, a timberwolf doesn't need it as bad as an Awesome. Even with 5 more tons.
#15
Posted 03 December 2016 - 10:03 PM
DAYLEET, on 03 December 2016 - 10:00 PM, said:
Honestly too, it's also a good way to both add a deflation sink to the MC economy and improve/add to PGI's revenue streams. Think of the huge amounts of MC currently being raked in by, shall we say - aggressively successful FP groups are raking in...
#16
Posted 03 December 2016 - 10:09 PM
All mech skill XP spent and module GXP refunded 100% and converted to Legacy GXP to add to your existing GXP pool. All module C-bills refunded 100%. You don't have to stop buying modules in the meantime.
#17
Posted 03 December 2016 - 10:11 PM
Dakota1000, on 03 December 2016 - 09:59 PM, said:
I'm assuming each mech can only have a certain number of the skills unlocked at any given time so weaker mechs will have a higher number of skills available. That or certain mechs just have access to better skills.
This would be the best way to go. Also, I'd imagine that certain skills would be locked for certain mechs. Hey, who knows, maybe there will be JJ-based Skills for our sleeping friends, the Victor and the Highlander.
#18
Posted 03 December 2016 - 10:14 PM
#19
Posted 03 December 2016 - 10:18 PM
Requiemking, on 03 December 2016 - 10:11 PM, said:
Yep. From the technical standpoint, "special" quirks like the Night Gyr's required PGI to do the necessary work to implement that sort of thing, and really this entire skill tree system.
Barantor, on 03 December 2016 - 10:14 PM, said:
Especially like this aspect of it -- it opens the possibility for my Orions to get their dust shrouds removed and their reactors started up!
#20
Posted 03 December 2016 - 10:24 PM
Muzakman, on 03 December 2016 - 09:16 PM, said:
Nice call with the respec too.
Sounds great, until you realize that you can buy one seismic module for 6 million C-bills and move it around the mechs you want to use it on.
Now you'll be spending 6 (?) million c-bills on the skill tree for every mech you want to use it on. Same with weapon modules, etc.
Think the C-bill grind is bad now, it just got 10-fold worse...
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