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Patch Notes - 1.4.115 - 16-May-2017


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#801 D V Devnull

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Posted 21 May 2017 - 03:02 AM

View PostMovinTarget, on 19 May 2017 - 06:51 AM, said:

I knew it would be boating lasers but I set up my skills like so and I had a good blend of skills where apart from perhaps wanting a little more agility, I had pretty much the best skills for my loadout options and style.

After I settled on this I was able to switch weapons to make it viable in all kinds of scenarios:

Note: all these run with a STD300

8 MPL (or 7 if its too toasty)
3 LPL (SUPER COOL RUNNING if needing LPL vomit on a hot map)
4 ERLL, 2 ML
3 ERLL 4 SPL (My new Fave!)

Apart from the usual mechlab tweaking (armor/HS) I didn't need to respec. My ERLL had Optimal to 810m and had almost the Duration of a regular LL.

So the boat haters, yeah they'll point at this and say SEE! SEE?!?!? but this mech is all energy, what else am I supposed to do with it?

Well, MovinTarget, I won't fault you for utilizing your available hardpoints. :D

However, I WILL FAULT PGI FOR THROWING THE COMBAT BALANCE OUT OF WHACK. I called this particular "Nightmare Scenario" back on Page 10 of this thread! MovinTarget, your number of 810 meters for the I.S. ER Large Lasers ACTIVELY CONFIRMS what I feared that PGI did. They stole Range from the LRMs, instead of allowing them to still have the ability to reach 1100 meters in order to attempt to counter Sniper-type players, without taking away Range from Long-Ranged Ballistics and Energy Weapons. They have therefore effectively given Sniper-type players FREE REIGN AND ADDITIONAL RANGE over anyone who's not running a "Sniper Meta"-Build, such as...
  • ER PPCs
  • Gauss
  • AC/2 (Including Clan AC/2)
  • Clan LB/2-X
  • Clan UAC/2
  • ER Large Lasers (Including Clan ERLL)
  • AC/5 (Including Clan AC/5)
  • AC/10 (Including Clan AC/10)
  • Ultra AC/5 (Including Clan UAC/5)
  • Clan UAC/10
  • Clan LB/5-X
  • LB/10-X (Including Clan LB/10-X)
...and I would NOT be at all surprised if I've still missed at least one Energy or Ballistic Weapon that didn't lose Range like it should have, which therefore means that things are NOT Balanced or In-Line. Simply put, PGI took too much Range away from LRMs, made the Range Nodes of the New Skill Tree FAR TOO MANDATORY to Restore BASIC Range on LRMs, and finished ruining things by leaving Sniper-type Players EFFECTIVELY UNCHECKED. Sadly, MechWarrior Online is GOING TO DEVOLVE INTO "CALL OF DUTY MECHS", unless PGI wakes up and fixes the issue by restoring the LRM Range Baseline to a MINIMUM of 950 meters with their Current New Skill Tree Layout (Albeit 1000 meters would be preferable, to which they could then safely rearrange the New Skill Tree just slightly to compensate for value of extending Range on any/all weapons!) in order to avoid this exact scenario which I'm speaking of. It was already harsh enough that it took support from other players to keep constant locks while coming in to help with defeating the enemy, and even with every push. Further, it was already harsh enough that it took at least two players in many cases to make an LRM hit the enemy anyway, or at least force them to take cover. BUT, NOW? IT HAS BEEN MADE UNFAIR BY THE LOSS IN BASELINE LRM RANGE!!! And that's let alone possibly losing the ability in some cases now to ever have a chance at saving a Teammate if you're having to come in from Long Range after dealing with something else! <_<


Unless they do, and restore the hope of those that they've left shattered in this regard, don't expect to see me In-Game ever again, as PGI has perma-broken at least 6 of my Mech Designs. I was even running an "LRM 'xx' Range 5" (I forget the size of the LRM, but I'm sure it wasn't an 'LRM 5' mounted!) Module to reach 1100 meters on at least one of them under the 'Old Skill Tree', and if I had been allowed enough time before the transition, at least 2 or 3 others would have been doing the same, specifically in order to help counter against Sniper-type Players! Then PGI would have known that the "LRM 'xx' Range 5" Modules were NOT being left to waste! But of course we all know PGI, constantly jumping the gun and assuming things, even when a warning has been provided to them in regard to a mistake that they're about to make... And then they wonder why people get angry? I can't touch a game that does that to my mind, stressing me out and massively wasting my time in unnecessary ways, and I'm sure many others feel the same way about these insane matters! Who wants to play when they know that the company behind the game is actively hurting the player with their (PGI, and any anti-LRM whiners) hate on the user's choice of Weapon Systems and/or Mechs? Heck, who the hell wants to play when they're being forced to hang so extremely close to each other in terms of a 'DeathBall', such that it results in Team Damage on Teammate Mech Legs, and inability to Strategically Re-Adjust? I most definitely don't!!! :angry:


All this comes, still let alone of the fact that PGI hurt the Insertion Zone for I.S. MRMs, long before the Upcoming Civil War Update. But I'll point back at Page 10 for that, as I said more than enough on that piece of the issue already. -_-


~Mr. D. V. "I KNEW IT! I CALLED IT BACK ON PAGE 10! HERE'S THE PROOF, BROUGHT TO LIGHT!" Devnull




(p.s.: MovinTarget, you have my absolute thanks for helping finish bring this into the light and into perspective!!! Also, to answer your hidden question to me, these walls-of-text are caused by a want/wish to keep the game on the right track... Nothing more, nothing less. I just wish right now that PGI would wake up and fix what they've done wrong! It sickens me to see the very word of "MechWarrior" shamed by what MWO has become!)





[Edit by Post Author for Multiple Missed Thoughts!]

Edited by D V Devnull, 21 May 2017 - 03:09 AM.


#802 Genesis23

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Posted 21 May 2017 - 03:17 AM

some peps here talking about the new meta.. its really easy: the good mechs stay good, because its often the hard point location that made them so popular and that didnt change with the ST system.

then add the firepower nods that suit your only-one-weaponsystem-loadout the most, add all the defense nodes you can ad coupled with a bit of another stuff an youre good to go. there is the new meta for you.

even light mechs profit a lot from the defence tree. speed, hit-reg-fail-armor/glitch-armor and defensive nods add up quite nicely to make enemy pilots furiously bite in their joysticks.

#803 Tarl Cabot

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Posted 21 May 2017 - 01:51 PM

You know, with as much disagreement in the new skill tree, which nodes to implement, etc, is it a wonder that PGI has had their own issues w/quirks and such with their small team, and likely different people doing it and/or approving it? Though there was the set Skill Tree (had been reduced once already), quirks had to work around that. Even though PGI had an outline of how quirks were to be implemented, be it the fewer hardpoints, lack of available jump jets, etc, that outline/goal appeared to have changed over time or had been completely abandoned. Going back to respec those earlier quirks would taken a big team.

Then any changes made would be based on that person's viewpoint, even if an outline or goal was being used and that person's interpretation of that goal marks.. There can be a big difference between a high caliber person who drops 90% with an elite unit vs a high tier person dropping in the Solo queue/smaller teams vs a mid tier player. The previous setup did not allow very little customization, skill/module/quirk side. Skill Tree percentages was the same for everyone, the quirks per mech variant was the same, follow up by modules. Weapon modules were either range and/or cooldown. I doubt it was rare that anyone did not immediately maxed out those unlocked modules w/levels via GXP before purchasing said modules for CBills.

But even before that, is the base foundation on equivalent terms? And that answer would be no, not with how the current implementation of the loss of the first ST differences that exist between the isXL vs cXL. Since the patch this is something PGI has hinted that they will look at that AFTER the new tech is released but no definite plans. I will believe it when I actually see it though.

Edited by Tarl Cabot, 21 May 2017 - 02:50 PM.


#804 Cavalcade

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Posted 21 May 2017 - 02:35 PM

Holy $%^&*. Why was this rework done again? I'd really like to understand because, as a YEARS long player, I'm feeling a little shat on right now.

For someone who plays MWO very regularly, but in short episodes, this patch has torched, literally, the YEARS of tweaking and fine-tuning a handful of mech loadouts (that I didn't realize that I needed to document in the event all of it, for some obtuse reason, got wiped out) that I have enjoyed.

I don't have hours, hell days, to jack around trying to (from memory mind you) recreate my favorite damned mechs. I don't really understand why the wipes/changes to the skill trees. I realize we've got points that we can distribute, but hell, I had some mechs with a YYYYYHUGE amount of XP. What I had great joy in playing, customizing and readily adapting to, has now become a burden.

MWO was my GO-TO stress relief, the one game that I went to almost daily to vent and combat with like players. Now I'm left with nothing but 'homework'? Really?

I'm sorry PGI. I really did try, and this weekend I laid out a half a days worth of time trying to recreate my favorite mechs / loadouts and then played maybe 30 matches... not one winning match. Pre-patch I would be in a winning group 2 out of 5 matches; enough to keep me interested at least. Now? notta

For an adult player, with family and work competing for my time, I really did enjoy your incredible efforts PGI; MWO was my go-to game. Now, I'm not sure that I can give another 3 years of play time for a shotgun wedding loadout (as opposed to the number crunching necessary to even get close to what I had in some mechs) and get back what I had pre-patch. If I'm all wrong here, then by all means, enlighten me, please. I've enjoyed the hell out of this game (if it can be called that since it was the best damned mech sim I've ever played and I played all the rest before).

#805 UrbanTarget

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Posted 21 May 2017 - 06:32 PM

View Postmad kat, on 21 May 2017 - 01:28 AM, said:

The urbanmech is screwed by this patch at least with the agility tree as you have to navigate through it avoiding the torso yaw nodes because geuss what it has 360 degree rotation so it doesn't apply. Not just to your build but to the mech.

Now you want those torso speed nodes......yes that's right you have to click on those torso yaw nodes to get them that are quite literally wasted click points. And for added frustration if you really must have those yaw speed nodes you get a warning saying some of these nodes don't apply to your mech......

....I ******* know!


Yep, confirmed. Urban mech is just able to carry like it used to...

Posted Image

#806 Dee Eight

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Posted 21 May 2017 - 09:00 PM

View PostTarl Cabot, on 21 May 2017 - 01:51 PM, said:

You know, with as much disagreement in the new skill tree, which nodes to implement, etc, is it a wonder that PGI has had their own issues w/quirks and such with their small team, and likely different people doing it and/or approving it?


Spider 5K with its previous 50% energy cooldown on its one energy hardpoint in the chest which could fit a LPL or ERLL (or soon a Light PPC) vs the roughnecks which had the single head mounted energy hardpoint delivered last month with a 20% cooldown quirk when all it could fit at best is a MPL, or the locust 1v which had (and still does) only have a 30% cooldown for its one CT energy hardpoint ? What made the spider worthy of a larger cooldown than the lighter locust ?

#807 Genesis23

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Posted 21 May 2017 - 10:10 PM

View PostDee Eight, on 21 May 2017 - 09:00 PM, said:


Spider 5K with its previous 50% energy cooldown on its one energy hardpoint in the chest which could fit a LPL or ERLL (or soon a Light PPC) vs the roughnecks which had the single head mounted energy hardpoint delivered last month with a 20% cooldown quirk when all it could fit at best is a MPL, or the locust 1v which had (and still does) only have a 30% cooldown for its one CT energy hardpoint ? What made the spider worthy of a larger cooldown than the lighter locust ?


first of, the Locust 1V had a 50% energy cooldown identical to the spider and could fit an lpl as well. not that easy to fit in but it was workable. that in mind, the spider is slower and a much bigger target, so thats possibly the reason why it had a 50% cooldown on its chest laser, but lost the mg quirks with the last mg patch where as the locust able to fit 4 mg kept them. again probably to balance the higher survivability of the spider.

also, compairing the roughneck to the spider just because both have just one single energy hardpoint and demanding equal cooldown quirks is beyond stupid. the roughneck uses the energy hardpoint for a little bit of extra dmg or to mark enemies with a tag, but NOT AS MAIN WEAPON! seriously, do you expect the spider to do all the dmg just with machineguns from the start of the match?

Edited by Genesis23, 21 May 2017 - 10:16 PM.


#808 mad kat

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Posted 21 May 2017 - 10:52 PM

View PostGenesis23, on 21 May 2017 - 10:10 PM, said:


first of, the Locust 1V had a 50% energy cooldown identical to the spider and could fit an lpl as well. not that easy to fit in but it was workable. that in mind, the spider is slower and a much bigger target, so thats possibly the reason why it had a 50% cooldown on its chest laser, but lost the mg quirks with the last mg patch where as the locust able to fit 4 mg kept them. again probably to balance the higher survivability of the spider.



Nah the locust definitely needs the boost rather than the spider. For the locust is it's only weapon in a chassis that can be one shot by a skilled pilot with enough ppfld.

The spider on the other hand still has broken hit boxes (although not as bad as they used to be). Can carry jumpjets and has other weapons and significantly better survivability.

But then this is the kind of ****** up logic that we've come to know and expect from PGI.

I can only imagine that Paul or Russ (or both) got butt hurt one day by a locust pilot who knew what they were doing and understands the game better than they do (which wouldn't seem to be hard) and ripped their clan whale apart from behind.

#809 D V Devnull

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Posted 21 May 2017 - 11:44 PM

View Postmad kat, on 21 May 2017 - 10:52 PM, said:

But then this is the kind of ****** up logic that we've come to know and expect from PGI.

I can only imagine that Paul or Russ (or both) got butt hurt one day by a locust pilot who knew what they were doing and understands the game better than they do (which wouldn't seem to be hard) and ripped their clan whale apart from behind.

Any bet that Russ & Paul may have also been ripped apart by LRMs too? It would explain why normal good LRM pilots have been given such a catastrophic wound to their Mechs. :(

~Mr. D. V. "Looking at the next logical extension..." Devnull

#810 Genesis23

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Posted 21 May 2017 - 11:54 PM

View Postmad kat, on 21 May 2017 - 10:52 PM, said:

Nah the locust definitely needs the boost rather than the spider. For the locust is it's only weapon in a chassis that can be one shot by a skilled pilot with enough ppfld.

The spider on the other hand still has broken hit boxes (although not as bad as they used to be). Can carry jumpjets and has other weapons and significantly better survivability.



Spider k5 and the Locust 1v have identical hardpoints so no "for the Locust its the only weapon" or "spider ..... has other weapons". Spiders can be oneshot too, as i have encountered many years playing lights almost exclusively before i started playing other weightclasses as well.

Locusts hitboxes are just broken as the Spiders, if not worse. And the damage the Spiders can soak up more the Locusts easily cover up by their sheer size, or better said, lack of it, and with more speed.

#811 Mathias Gray

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Posted 22 May 2017 - 01:40 AM

View PostD V Devnull, on 21 May 2017 - 11:44 PM, said:

Any bet that Russ & Paul may have also been ripped apart by LRMs too? It would explain why normal good LRM pilots have been given such a catastrophic wound to their Mechs. Posted Image

~Mr. D. V. "Looking at the next logical extension..." Devnull


I... just can't agree that LRM range being lowered is a catastrophic wound. I've always felt their strength lies in their ability for indirect, arcing fire. There's also the suppression factor to consider - people hear/see that "Incoming Missiles" message and they scramble for cover, during which time they're not shooting your teammates, not shooting you, perhaps exposing their back in their mad dash for cover, perhaps putting themselves in a bad situation like separating themselves from their team.

Those are an LRMs strengths, not its range.

Honestly, I think its range can be a liability. How often have you had missile lock at 1000 meters, fired a volley or two, only to NOT see any damage register? That's because you can't see the target or, ya know, the three-story building it was behind, or the tunnel it was in, or the garage it was hiding under. Wasting ammo sucks. In a perfect world with perfect communication you'd have teammates telling you which targets are in open ground - every, single, game - but that level of perfection is rare in ye ol' public queue.

I could go into a whole argument over the use of LRMs to begin with, but that's a debate which has pretty much existed since I began playing three years ago and I don't see it ever really ending. So...

I consider extreme range on LRMs a luxury (great when circumstances allow it), but not a necessity, because if you're actually relying on 1100 meters to play your LRM boat, you're doing a massive disservice to your team (share your armor!), and you're totally abusing your lights if you expect them to expose their paper-thin armor to enemy fire for the length of time it takes your missiles to travel 1000+ meters... those poor, poor lights... all they wanted to do was help...

Edited by Mathias Gray, 22 May 2017 - 01:42 AM.


#812 Genesis23

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Posted 22 May 2017 - 01:52 AM

couldnt agree more in terms of lrm. 1000m range is pointless, either the target breaks the target lock after the rockets are allready flying, who then miss the target, or it goes either behind cover or lets the ams reduce the damage.

lurmboats shooting at maximum damage are cannon fodder for the enemies after they broke the front line and killed everyone because of their numbers advantage and the wasted armor who wasnt shared.

the only lrm users i truly fear are the ones right behind their main force in a distance of about 400-600m who endlessly bombart the enemies, keeping their jockpits shaking and distracting them, keeping the dmg going when their comrads have to twist. this kind of lrm users is quite rare, but very dangerous and not at all an easy target as those ridiculous max distance lurmers because these guys actually stay with their team. so as a light, i cant just easily backstab them like some lazy direlurmers.

i feel like the reduced reach will actually help the game in terms of teamplay.

Edited by Genesis23, 22 May 2017 - 01:55 AM.


#813 MovinTarget

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Posted 22 May 2017 - 04:34 AM

@D V,

I had to laugh when you accused PGI of actively stealing range from lurms to give it to energy weapons.

If you maxxed out range on the skill tree your lrms will EXCEED 1000m, you will also pick up all kind of benefits along the way like velocity, cooldown, and heat gen THAT MOST LRM BOATS DIDN'T HAVE (at least all together). Thats before you even get into the missile-specific skills.

I will maintain that playing lrms at 700m+ is suboptimal, but thats my opinion and don't force it on anyone.

I just mocked this up and with ~50 skill points, your LRMs (and many other weapons, mind you) will be sooo much better:

Posted Image

Note that only one node is missile specific...

So you get:
-10% on Cooldown, Heat, and Velocity *and* +15% on range which puts you back up over 1000m. And remember that pretty much all these skills will also positively affect your other weapons.

and you still have 40 Skill points for whatever else *or* you can get all your range back with a few other perks by using a measly 12 or so skill points:

Posted Image




Last question, if LRMs have been nerfed so badly, THEN WHY HAS THERE BEEN AN APPARENT INCREASE IN LRMS IN GAME?!?!?

Edited by MovinTarget, 22 May 2017 - 05:25 AM.


#814 Genesis23

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Posted 22 May 2017 - 06:09 AM

View PostMovinTarget, on 22 May 2017 - 04:34 AM, said:


Last question, if LRMs have been nerfed so badly, THEN WHY HAS THERE BEEN AN APPARENT INCREASE IN LRMS IN GAME?!?!?



not only apparent, they increased quite a bit. i am playing in T2 and while a few months back barely anyone used them, they are now quite a common sight again.

#815 MovinTarget

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Posted 22 May 2017 - 06:14 AM

View PostGenesis23, on 22 May 2017 - 06:09 AM, said:


not only apparent, they increased quite a bit. i am playing in T2 and while a few months back barely anyone used them, they are now quite a common sight again.


I only use the word "apparent" because I can't prove it... It sure as heck *seems* like it though...

#816 Excalibaard

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Posted 22 May 2017 - 06:40 AM

So 1 week into the skill tree, I've gotten more accumstomed to it. A few things that I've noticed about the skill tree that I want to make a remark on:

- Skill trees are named differently between the tabs and the actual skill tree itself (Mobility is called both Agility and Mobility)

- It would be nice to be able to go 'up' the skill tree as well, I found out the hard way that you can't and it looks like a network so why doesn't it behave like one?

- Paths in the skill tree are basically interchangable between mechs. MetaMechs has already written an article/guide for everything in the game, and the 'incremental choices' bogged down to taking 1 of 2-3 paths. Unless you're planning a proper redesign (see end of the post), it'd be really nice to save certain pre-sets that I can save in order to copy them to most of my mechs.

- Grinding out XP for mechs is infinitely less rewarding. With the subgoals of Basicing or Eliting a Mech, there were incentives to try and get that XP. With the incremental nodes, there's no incentive to grind for 'that 0.75% cooldown node' and a big drive for playing your non-standard mechs is removed.

- With the great flexibility of the skill tree, it's weird that I can only start from Range in the firepower tree. Since it's a special tree in it's own right due to the size, at least let us start at different locations so not every build gets clogged with range nodes we might not even want.

- The Operations Tree and Jumpjet tree seem pretty weak. Operations because the strong parts (HC, CR) are bogged down by skills nobody is interested enough in to spec into. Speed Retention or Hill Climb are extremely niche and unimpactful. Improved Gyro's might be nice for assaults, if the shake was the problem and not the vision-obscuring explosions of shake-inducing ballistics.

- Some parts that I want to spec into are missing, like increased ECM counter duration and TAG target painting improvements for support-like PPCs, or improving MASC duration.

- For mixed builds (which is very common for people buying/building their first mech) the firepower tree is just a nightmare to decide which nodes are best for you, resulting in a lot of wasted skill points early on, which is a negative experience for new players.

- It's very impractical that you can't see which node you have selected for respec with XP and which with GXP. If you've bought skillpoints and run out of one of the types of XP, you have to basically take away every node and build it from the ground up. At least color them upon selection or just remove the respec cost at all.

Most of these are just some UI kinks or need a little redistribution of the skills, but in the end, the skill tree's philosophy of having a lot of different incremental choices has bogged down to making 2 or 3 choices, with a lot of unnecessary clicking and complexity involved. That's where my last remark comes in (spoilered because it's a long one):

Spoiler


#817 NocturnalBeast

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Posted 22 May 2017 - 08:07 AM

View PostCavalcade, on 21 May 2017 - 02:35 PM, said:

Holy $%^&amp;*. Why was this rework done again? I'd really like to understand because, as a YEARS long player, I'm feeling a little shat on right now.


This was a feature that was promised before beta and was always intended to be in the game. Just take 10 seconds to figure out how the skill tree works and you will do fine. There is no requirement to immediately skill up every one of your mechs, your skill points do not expire, so skill them up one at a time starting with your go-to Mechs.

Edited by Ed Steele, 22 May 2017 - 02:45 PM.


#818 Commander A9

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Posted 22 May 2017 - 08:11 AM

You know, I had my doubts about this...

But when I discovered you can max out the armor tree so that an Urbanmech sports over 100 points of armor in the front torso...I couldn't stop laughing!

You thought tech was OP before? You ever face the 100-point-armor Urbie!?

Oh man, next event's salt is going to be endless! :D

Edited by Commander A9, 22 May 2017 - 08:12 AM.


#819 MovinTarget

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Posted 22 May 2017 - 08:25 AM

View PostCommander A9, on 22 May 2017 - 08:11 AM, said:

You know, I had my doubts about this...

But when I discovered you can max out the armor tree so that an Urbanmech sports over 100 points of armor in the front torso...I couldn't stop laughing!

You thought tech was OP before? You ever face the 100-point-armor Urbie!?

Oh man, next event's salt is going to be endless! Posted Image


I know somebody was complaining about the unnecessary torso skills for Urbies and I had to laugh... I'd eat a couple of less-useful skills to make a beastmode trashcan any day...

#820 MovinTarget

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Posted 22 May 2017 - 08:33 AM

View PostExcalibaard, on 22 May 2017 - 06:40 AM, said:

Massive wall of well-written text that I appreciated but didn't want to quote massively...


I liked a lot of your points and felt there should be 3 ways to apply skills:

1) manual (currently implementation)
2) Reverse Pathing (your suggestion) - finds "cheapest" path to get you from starting node/nearest skilled node to the desired node.
3) have each possible skill listed on the side with its own "+/-" buttons. As you bump up/down those skills it will fill in the nodes on the trees that would not just support the skill you are currently modifying, but rebalance the tree(s) for all the other bonuses you want. The point is that there may be a different path if you want +8% Range versus +7% Range *AND* -5% Cooldown...

The last one is a bit trickier since it may involve respeccs in some cases, but it may help people get a grasp of what they can accomplish if focusing on a specific set of skills...

Also, don't know hill climb too much, its actually been really helpful on some of my assaults getting to places they couldn't previously.

Finally, JJ tree may be niche, but its very useful for mechs that only get a few JJ like Highlanders/IIc so they can poptart again.

Edited by MovinTarget, 22 May 2017 - 08:35 AM.






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