POST-PTS matches:
Did someone address the UNQUIRKED clan mechs that will gain double the benefits IS mechs have?
EBJs - KDKs - MADIIC etc. will become harder to kill as they already are. im looking at these mechs quirk-wise atm so the hitboxes are another matter.
skilltree may be quite there yet but Ive pointed it out in the earlier PTS' that instead of giving general benefits to mechclasses and mechchassis we may need to have variant individual specific skill trees. I know it is hard work yes but getting to face a kdk3 or a scorch is an issue and they ARE NOT quirked at all. When they get the quirks they will become a bigger threat.
EDIT-
to give further insight to this:
this is no comparison to the old one, im just trying to make it easier to understand.
KDK3 with uac5/uac10 with the OPERATIONS, SURVIVAL and MOBILITY nodes fully or kinda fully unlocked and equipped (except the nodes that are absolutely garbage) this mech has sort of the elited-level as in the current tree and then gains some extra structure and armor buffs. NO weapon quirks yet.
NOW we are adding the range, the cooldown and the velocity quirks to the ballistics.
absolutely deadly.
lets try the Ebon Jaguar:
EBJ PRIME standar issue laser vomit 2 lpls and 4 medlasers.
As above has the OPERATIONS, SURVIVAL AND MOBILITY nodes equipped.
ADDING Weapon quirks to it => gets some duration and cooldown and lets give it the one range node that the tree starts with.
another example is the huncback IIC.
Lets say the Hunchie IIC - dual ppcs is mobile enough for you so you skip the mobility and dump every available node, dip into the left side as well as into the right side and get range, cooldown, heat gen, velocity. and on top of the cake we can add a targeting computer. voilla. quirked to the max.
i think this skill tree requires more of an individual approach of the variants instead of a general one.
some mechs may dont need any weapon quirks at all.
Edited by Daemon04, 26 April 2017 - 04:54 AM.