The future & potentially revamped Operations & Survival Trees.
These trees are so important as to basically be mandatory for anyone with a "play to win" mindset (Comp or even just QP).
It's not that I don't like what these trees do, I love them - however where other trees might be considered "icing" (like firepower trees) trees such as operations are the actual cake you put the icing on.
Survivability is new, however the mechs we've seen to date that had the best survivability quirks or through design lotto have excellent survivability are the mechs that have consistently risen to the top of the pile (example: Why BLR-2C is repeatedly chosen for competitive over other BLRs that have better weapon quirks)
It's that they are so important that they will effectively be a tax on available SP and while I was somewhat quiet about this in the first iteration of skill tree PTS, for the new version the tax will be even deeper.
So expect to see some threads by me on this.


If There Were One Single Quirk (Or, Skill Tree Node) You Could Banish From Mwo Forever?
Started by Bishop Steiner, Feb 21 2017 09:43 AM
22 replies to this topic
#21
Posted 21 February 2017 - 12:46 PM
#22
Posted 21 February 2017 - 12:56 PM
-armor quirks on the head, specifically with the dire wolf. Why is it penalized for having a head laser but mechs like the night gyr aren't?
#23
Posted 21 February 2017 - 01:12 PM
Bud Crue, on 21 February 2017 - 12:31 PM, said:
Most PPC velocity quirks. I say most because imho PPC's should have an across thue board velocity boost of at least 30% (maybe even 50%) with minor improvements (10% max) used to provide low number or low hard point mechs a bit of an offset.
So much this. First four shots on each PPC Mech are figuring out how much to lead given the quirks..
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