Edited by Uncle Totty, 01 March 2017 - 01:54 AM.
*post Updated* Latest News Regarding Upcoming Skill Tree Pts
#301
Posted 01 March 2017 - 01:53 AM
#303
Posted 01 March 2017 - 04:59 AM
I will keep an open mind and will be definitely trying the PTS when it comes out. Looking forward to the developments. Keep up the good work PGI credit where credit is due after all
#304
Posted 01 March 2017 - 05:47 AM
MovinTarget, on 27 February 2017 - 08:18 AM, said:
I keep saying it... instead of refunding XP/GXP, each variant should simply get a pool of available skillpoints based on how far they got leveled. So if you mastered the mech, you get 91 SP when the trees go live. Granted you only get 91 regardless of how many copies of that variant you own, but it would ensure that you get exactly what you put into the mech.
Yes, PGI, I know the new process is more expensive and grind-y, so from your perspective it may not seem fair, however, if you are looking for players to "buy in" to the new system, this is about the only way I see you fully placating all players, casual to whale.
I think a lot of the ire and salt would dissipate if you just did this, moving forward, most people could live with the change, they just want applicable credit for what they've done to this point.
This sums up how i feel 100% .. 115 mechs how many will actually be at the same level after the minor refund. I rarely buy modules but master most of my mechs.
#305
Posted 01 March 2017 - 06:15 AM
Rhialto, on 20 February 2017 - 07:44 PM, said:
Do you monitor bro?
#306
Posted 01 March 2017 - 07:12 AM
Please PGI, slow down!
If you maintain this breakneck pace of development, quality could suffer!
#307
Posted 01 March 2017 - 07:26 AM
Rhialto, on 20 February 2017 - 07:44 PM, said:
Maybe someone already said it but just use Steam and bring the overlay in view when you need the clock.
#308
Posted 01 March 2017 - 08:05 AM
Doctor Dinosaur, on 01 March 2017 - 12:31 AM, said:
I play clans, I am ok with that...
(not really)
Obviously not, as modules are rolled into the new skill tree. But +/- 1 module is trivial at the best of times and only has an impact at all if someone uses and needs the extra modules. Even if you're talking a rare example like the timber wolf with 1/1/1/2, that's enough to get seismic or radar derp, and either CD+range for your main weapon or either for two. Most clan Mechs are 1/2/1, though, so they don't even have to be that picky.
Frankly: having one more module slot is neat, but not a significant balance concern either way, and most clan Mechs have the same number of module slots as IS Mechs.
#309
Posted 01 March 2017 - 08:19 AM
#310
Posted 01 March 2017 - 09:13 AM
Rhialto, on 20 February 2017 - 07:44 PM, said:
SOLVED:
option 1
option 2
option 3
Edited by Righter8, 01 March 2017 - 09:15 AM.
#311
Posted 01 March 2017 - 10:35 AM
Levi Porphyrogenitus, on 20 February 2017 - 07:54 PM, said:
Edit: I've been advocating for the agility change for a long time. I am extremely pleased to see it joining the next test build.
One thing that i do not like about the skill tree is that add a skill with MC and Cbills is on the same icon, just different sides. There needs to be a toggle to buy with C bills or MC
#312
Posted 01 March 2017 - 11:15 AM
#313
Posted 01 March 2017 - 11:20 AM
Wintersdark, on 27 February 2017 - 10:28 AM, said:
Wintersdark, on 27 February 2017 - 10:55 AM, said:
Say PGI feels Mediums need to be more agile as a chassis. Sure, they could quirk all mediums with +10% turn rate, but that means that the mediums which already turn fast (and thus don't really benefit) turn super-fast and the rest still turn slowly(staying too clumsy to benefit). Once that percentage is high enough to allow slow mediums to turn quickly, then fast mediums are just broken. Because we can change engines, it's not enough to just only apply the quirk to "the slow mechs" as a mech can be fast or slow.
In this system, you can tune a specific chassis (or a whole weight class) and have it have a fixed impact. All the mechs just gain or lose whatever amount of turn rate you want.
It's a balance point that can be adjusted simply with a fixed impact. Want a Phoenix Hawk to be more agile, regardless? No problem. Feel the Dire Wolf isn't quite agile enough, but don't want the Kodiak to twist like a dancer? Or want the KDK-2 to turn quicker at low speeds but not over-buff a 400XL equipped KDK-2? No problem.
Wintersdark, on 27 February 2017 - 10:28 AM, said:
#314
Posted 01 March 2017 - 11:21 AM
#315
Posted 01 March 2017 - 11:29 AM
Kuaron, on 01 March 2017 - 11:21 AM, said:
Just that little blurb at the very top:
"STATUS UPDATE[color=#EEEEEE]
Tuesday February 28th[/color]
[color=#EEEEEE]
[/color]
[color=#EEEEEE]
We're in the process of finalizing the changes outlined in this post before we hit the launch button on the upcoming PTS update. The update is still set for this week, so keep an eye out for the update and a more detailed summary of changes in the coming day or two."[/color]
#316
Posted 01 March 2017 - 11:37 AM
#317
Posted 01 March 2017 - 12:59 PM
#318
Posted 01 March 2017 - 01:04 PM
#319
Posted 01 March 2017 - 01:42 PM
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