Jump to content

Lbx (Low Heat) Builds Don't Need Operations In Skill Tree?


4 replies to this topic

#1 Elizander

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 7,540 posts
  • LocationPhilippines

Posted 06 March 2017 - 03:48 AM

Just noticed I probably wouldn't overheat if I took nothing in Operations. That can let you pimp out the LBXs with max velocity, high explosiveness and spread reduction. You can get your mobility and seismic/derp too.

Does max high explosive on LBX means you rip up internals even harder?

#2 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 06 March 2017 - 04:15 AM

High explosive only applies to missiles.

#3 Bud Crue

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 9,943 posts
  • LocationOn the farm in central Minnesota

Posted 06 March 2017 - 04:52 AM

Yup. Don't worry, you will enjoy this for a month or two. Perhaps even reconfigure a few mechs to take advantage of this after the skills tree goes live. Perhaps using up all your HXP to get several mechs fully squirked out.

Then when PGI increases the heat on LBXs or changes some (many) other weapons because of:
- new tech's impact,
- a correction of "base line values",
- a need to ensure that your specific mechs of choice aren't "performing above their target value",
- or simply because the dartboard of balance decrees a random change to that which you just spent several million cbills and all your XP build and squirk out; you can spend even more time and effort and money to do it all again, and then again, and then again.

Enjoy your build while you can. I suggest however that you get to work building up your XP reserves cuz you're gonna need it for respec sooner or later...and likely often.

Edited by Bud Crue, 06 March 2017 - 04:53 AM.


#4 Big MO

    Member

  • PipPipPip
  • Shredder
  • 87 posts

Posted 06 March 2017 - 06:34 AM

What you mention Bud is my greatest fear. When PGI decides to nerf one weapons system right now, all we have to do is change the loadouts, swap in different modules, switch mechs etc. Once the skill tree goes live, balance changes will cost us XP, Cbills, and a lot of time grinding.

#5 Bud Crue

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 9,943 posts
  • LocationOn the farm in central Minnesota

Posted 06 March 2017 - 06:56 AM

View PostBig MO, on 06 March 2017 - 06:34 AM, said:

What you mention Bud is my greatest fear. When PGI decides to nerf one weapons system right now, all we have to do is change the loadouts, swap in different modules, switch mechs etc. Once the skill tree goes live, balance changes will cost us XP, Cbills, and a lot of time grinding.


Alas, its inevitable.
Consider the quirk passes in just the last year. PGI has been messing with key weapons attributes pretty much non-stop. If they are finding it necessary to do this in the existing comparatively stable system, how often will they be doing it in a totally new system of the updated skills tree? Then consider the impact of new tech and the inevitable need to rebalance every time a new weapon or tech effect is introduced.

I'm just saying that given the history of constant nerfing/requirking under the current system and the obvious impacts of the new system and new tech players should be prepared for even more change than what they are accustomed to. Thus, ya better keep sufficient XP and cbills on hand sufficient to respec and likely rebuild your favorite mechs, fairly often, as those inevitable changes occur.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users