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Solo Vs Group/fw And Skill Tree Min/max


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#1 Kubernetes

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Posted 02 May 2017 - 01:28 AM

I saw the thread below about skill tree min/max theorycrafting, but it occurred to me that the skill tree will lead to very different builds for solo and comp/group/FW.

If you're dropping with a team on TS, does everyone need seismic?

We're going to see extremely specialized builds in group and FW that eschew any notion of a "balanced build." Groups can dispense with redundancies and allow members to maximize only those skills that help fulfill specific roles. Brawlers can be all about tanking and DPS, snipers can ignore armor/structure, and scouts can max sensors and mobility.

On the other hand, the solo queue will likely require certain "must have" skills like seismic. Most people will put points into armor or structure buffs. You're going to build mechs differently when you can't count on your team. The mechs you bring there will probably look nothing like the ones you bring to group or comp. There's already a difference between FW meta and QP meta builds, and the skill tree is likely to create even greater differences.

What does it mean?

It means you're going to be buying a bunch of new mechs (either that or bleed XP).

Edited by Kubernetes, 02 May 2017 - 01:30 AM.


#2 El Bandito

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Posted 02 May 2017 - 05:35 AM

I'll be buying up a bunch of duplicate variants for sure. Good thing I am getting some C-Bills refunded back to me post-ST change. As for leveling them, I will be having more SPs than I know what to do with.





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