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Rewarding Role Specific Mech Builds?


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#1 Mochyn Pupur

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Posted 10 February 2017 - 02:39 PM

So far, not impressed at the single weapon specialisation aspect of the skill tree, the need to disregard the majority of non-direct combat skills to even come close to the effectiveness of the current chassis/loadouts . . .

However, if I'm going to become a "Scouting" 'mech build with emphasis on finding and marking the opposition for my own side to target/fire on, how will I be rewarded when my weapons loadout is far worse than a current brand new, unquirked 'mech? Rewards have always been heavily biased towards damage with minimal acknowledgement for scouting etc. and I see nothing here to indicate anything different.

Quite honestly, the skills tree is going to kill encounters as the "Scout" class is going to be untenable with the exisiting reward framework.

Blindly charging ahead with the skill tree without a full revamp of the whole game mechanics is going to make the game dead in the water - ttk will remain the same as everyone will be meta boating and nobody is going to play around respecking 'mechs with the wholly unacceptably expensive costs involved in freeing up nodes and rebuying them . . . extending ttk by making it impossible to find the opposition isn't quite what I think PGI is aiming for, is it?

#2 gamingogre

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Posted 11 February 2017 - 12:00 PM

PGI is going the wrong direction. I prefer more TT like builds, meaning several different weapon systems. Now it will encourage sameness in the mechs. This is mostly a downgrade with more grinding. Very disappointing. Only part that looks like an improvment is slowing down the weapons.(i.e. longer cooldowns)





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