

The Skill Tree Could Be The Savior To The Quirkening
Started by Big Tin Man, Dec 06 2016 01:54 PM
7 replies to this topic
#1
Posted 06 December 2016 - 01:54 PM
Hear me out. We don't know the details of the skill tree. People are crying about 10,000 xp per unlock. That's not set in stone, values can adjust and there's only a limited number of points that can be unlocked
So lets look back at all of the mechs that have come (and gone) as hyper quirked monsters:
Huggin
Locust
Thunderbolts
Cheetah
Kodiak
Wolverine
Dragon
Atlas
Hunchie Grid Iron
I'm sure I'm missing more.
Now what if min/maxing the mech skill tree brought every one of these back to their former glory via chassis specific unlocks, individually balanced to encourage different loadouts?
What if underperforming chassis (i.e. Phoenix Hawk, Dragon) got larger bonuses per unlock because it's inherently weaker.
What if PGI invented a "Jack of All Trades" unlock that gave big bonuses for mixed loadouts? (i.e. 20% cooldown bonus on everything if you have at least 1 energy, 1 ballistic, and 1 lrm equipped)
There is a massive amount of potential here for a lot of customization and a whole new level of meta that might be very hard to find. It all depends on what they roll out. I deeply hope they put some thought into this and do not roll out a generic system across all mechs and make it variant specific.
So lets look back at all of the mechs that have come (and gone) as hyper quirked monsters:
Huggin
Locust
Thunderbolts
Cheetah
Kodiak
Wolverine
Dragon
Atlas
Hunchie Grid Iron
I'm sure I'm missing more.
Now what if min/maxing the mech skill tree brought every one of these back to their former glory via chassis specific unlocks, individually balanced to encourage different loadouts?
What if underperforming chassis (i.e. Phoenix Hawk, Dragon) got larger bonuses per unlock because it's inherently weaker.
What if PGI invented a "Jack of All Trades" unlock that gave big bonuses for mixed loadouts? (i.e. 20% cooldown bonus on everything if you have at least 1 energy, 1 ballistic, and 1 lrm equipped)
There is a massive amount of potential here for a lot of customization and a whole new level of meta that might be very hard to find. It all depends on what they roll out. I deeply hope they put some thought into this and do not roll out a generic system across all mechs and make it variant specific.
#2
Posted 06 December 2016 - 06:46 PM
Big Tin Man, on 06 December 2016 - 01:54 PM, said:
I deeply hope they put some thought into this and do not roll out a generic system across all mechs and make it variant specific.
Well, there is the issue. When PGI keeps something secret from the public and then suddenly present it to us, it usually ends up badly. Of course I want this new skill tree to bring better balance, but I just can't see it happening right away.
#3
Posted 06 December 2016 - 06:54 PM
El Bandito, on 06 December 2016 - 06:46 PM, said:
Well, there is the issue. When PGI keeps something secret from the public and then suddenly present it to us, it usually ends up badly. Of course I want this new skill tree to bring better balance, but I just can't see it happening right away.
I agree it may need some balancing some time but small price to pay.
Its not the content I want most, but potentially adding armor to some of my mechs, and trying to get all the mech tree choices right is a whole new layer to this game. Its as deep as mech load outs. In a good way to. If it looked to complicated I would say so.
Edited by Johnny Z, 06 December 2016 - 06:57 PM.
#4
Posted 06 December 2016 - 07:01 PM
The Locust was never a monster. Even at its peak, it was merely a case of the inept masses being unable to shoot straight.
Actually the Dragon, Grid Iron, and Huggin weren't monsters either. Very, very niche, but easily countered all.
Actually the Dragon, Grid Iron, and Huggin weren't monsters either. Very, very niche, but easily countered all.
#5
Posted 06 December 2016 - 07:05 PM
Yeonne Greene, on 06 December 2016 - 07:01 PM, said:
The Locust was never a monster. Even at its peak, it was merely a case of the inept masses being unable to shoot straight.
Actually the Dragon, Grid Iron, and Huggin weren't monsters either. Very, very niche, but easily countered all.
Actually the Dragon, Grid Iron, and Huggin weren't monsters either. Very, very niche, but easily countered all.
They were all fun at least back then. I'd love to have fun back.
#6
Posted 06 December 2016 - 07:15 PM
Yeonne Greene, on 06 December 2016 - 07:01 PM, said:
The Locust was never a monster. Even at its peak, it was merely a case of the inept masses being unable to shoot straight.
Actually the Dragon, Grid Iron, and Huggin weren't monsters either. Very, very niche, but easily countered all.
Actually the Dragon, Grid Iron, and Huggin weren't monsters either. Very, very niche, but easily countered all.
Even if they were considered monsters back then, in the current powercreep, they would be pretty tame.
#7
Posted 06 December 2016 - 07:17 PM
The skill tree could also be the harbinger of the end of the world.
http://www.livescien...miles-long.html
http://www.livescien...miles-long.html
#8
Posted 06 December 2016 - 07:31 PM
El Bandito, on 06 December 2016 - 07:15 PM, said:
Even if they were considered monsters back then, in the current powercreep, they would be pretty tame.
They might even be competitive. Cold-running TDR-5SS with 7x MPL reaching to 351 meters? There's a fantastic mid-range push-'Mech if I've ever seen one; spreads the dakka all over its body while repeatedly dumping 42 points into whatever is shooting at it. The the 3xERPPC TDR-9S, having the DPS to go toe-to-toe with a Warhammer at range.
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