Patch Notes - 1.4.115 - 16-May-2017
#281
Posted 16 May 2017 - 01:21 PM
Maybe four so I can see what FW is like with this new skill tree.
THEY ARE SO GOING TO CHANGE AUX SKILLS. 3 arty strikes and 2 UAVs, lol. No way they will let that fly for long periods of time. Too many folks crying about arty-geddeon or something.
Just think you will actually have to form a group and figure out roles for folks.
How very primitive of PGI.
Should make QP a bit more interesting though.
See you folks out there, and have fun, hell its just a game.
Semper Fi
#282
Posted 16 May 2017 - 01:23 PM
#283
Posted 16 May 2017 - 01:23 PM
ScorpionNinja, on 16 May 2017 - 01:17 PM, said:
Math is waaaaay off! I had 16 Sesmic Sensors.... those were 6 million EACH! Thats 96 Million cbills JUST for those, not to mention the many many other modules I had. Total ******** again! "GGCLOSE" lol
Yeah, they decided they were only going to refund c-bills for modules bought since MechCon. All other modules are being refunded as skill-experience-point-things.
#284
Posted 16 May 2017 - 01:27 PM
Ed Steele, on 16 May 2017 - 01:20 PM, said:
Ed customization is one thing, spending hours trying to get a mech to play like it did before this mess is another. I was in a good place with most of my mechs and now i'm going to have to spend hours figuring out how to get them back to where they were and then I can have some fun customizing things.
#285
Posted 16 May 2017 - 01:29 PM
Quote
What?
Do you mean 9SE?
After getting my 91 points for all Mechs without assigning them, I will be watching until July.
Have Fun.
#286
Posted 16 May 2017 - 01:29 PM
Ed Steele, on 16 May 2017 - 01:20 PM, said:
Because now to unlock everything needed to have true flexibility of customization costs dramatically more than it did yesterday. Plus now every time you customize your mech's build ("respec" as PGI is calling it), it costs several matches worth of XP. A few hours ago, it was literally free to alter your mech's build.
Surely you can see where this would be problematic for any player who doesn't have such a massive stockpile of xp, cbills and premium time that they don't know what to do with it all. A lot of us newer players, especially players who are rich in mechs, but poor in modules and xp, are pretty much screwed.
#287
Posted 16 May 2017 - 01:30 PM
New folks will not have that many SP,HSP, or other things to contend with. It will never surpass EVE for learning Curve.
Also the first smurfy-mech link looks like a meta. that to me is quite funny.
Great build though, I will have to try it.
Semper Fi
#288
Posted 16 May 2017 - 01:32 PM
Red Legs Greaves, on 16 May 2017 - 01:27 PM, said:
Ed customization is one thing, spending hours trying to get a mech to play like it did before this mess is another. I was in a good place with most of my mechs and now i'm going to have to spend hours figuring out how to get them back to where they were and then I can have some fun customizing things.
Yes, but everyone else (who has not quit) will be doing the same thing and most of you are getting a headstart over me. Hell, I did not want 3PV, or consumables, or the new U.I, but all that is here and we all had to get used to it.
Edited by Ed Steele, 16 May 2017 - 01:57 PM.
#289
Posted 16 May 2017 - 01:36 PM
#290
Posted 16 May 2017 - 01:38 PM
Semper Fi, on 16 May 2017 - 01:30 PM, said:
New folks will not have that many SP,HSP, or other things to contend with. It will never surpass EVE for learning Curve.
Also the first smurfy-mech link looks like a meta. that to me is quite funny.
Great build though, I will have to try it.
Semper Fi
I understand if it is different but they had on the PTS a box that showed the current pre skill tree stats and what you were adding. I actually liked that because I could see where it was baseline and tweak out things that I thought were unnecessary. I'll agree that different isn't always worse but I will say that the mechs should be better or at least the same as far as performance.
To add some perspective to my frustration I am working on my beloved Ice Ferret. Do you think under performing mechs likes the battle stoat shouldn't be able to get back to where they were? Because other then me I don't think people considered it OP.
#291
Posted 16 May 2017 - 01:38 PM
First messages of this failed skill tree are getting through his filter-bubble.
#292
Posted 16 May 2017 - 01:38 PM
ShooteyMcShooterson, on 16 May 2017 - 01:29 PM, said:
Surely you can see where this would be problematic for any player who doesn't have such a massive stockpile of xp, cbills and premium time that they don't know what to do with it all. A lot of us newer players, especially players who are rich in mechs, but poor in modules and xp, are pretty much screwed.
Yes, but those same players no longer have to buy and level two additional variants that they don't want. Basically you will spend the same amount of time levelling one variant as it did to level 3.
#293
Posted 16 May 2017 - 01:39 PM
Edited by meatpill, 16 May 2017 - 01:46 PM.
#294
Posted 16 May 2017 - 01:42 PM
And why I need improved gyro to access heat containment? What is the point?
#295
Posted 16 May 2017 - 01:50 PM
PGI, you really, really f***ed up this time.
#296
Posted 16 May 2017 - 01:52 PM
Edited by Kael Posavatz, 16 May 2017 - 01:52 PM.
#297
Posted 16 May 2017 - 01:58 PM
Anyway, I really like the idea. IMO new skill tree is great - when I skill up old mechs. With new one - maybe the skill tree will be harder to use.
At this moment, I am glad PGI made that upgrade. And for all of you who just have to complain always - you were complaying that you, to unlock master skills (additional module slot etc), needed to skill up three mechs. Now you are complaying for another thing... Please, stop.
Edited by Cherry Garden full of Blue Roses, 16 May 2017 - 02:00 PM.
#298
Posted 16 May 2017 - 02:01 PM
Now I like that, I like the diversity, I like the idea that you make the mech what you want it to be.
What I don't like it's it's taken me nearly an hour to not even completely restore two mechs to master level. Doing it bit by bit. Only 72 more mechs to go.
Edited by mad kat, 17 May 2017 - 02:29 AM.
#299
Posted 16 May 2017 - 02:04 PM
Or was it a solution that was looking for a problem
I think i will not ever touch the skills and just play stock, maybe **** maybe not. mechs and see if that is fun enough.
#300
Posted 16 May 2017 - 02:04 PM
Ed Steele, on 16 May 2017 - 01:38 PM, said:
That simply isn't true. Look at PGI's own math. The cost to master one mech now is more than triple what it was before. That's why savvier players bought duplicate mechs yesterday and sold them today, just to get the extra skill points, the skill points are that damned expensive. (Surely you're not trying to assert PGI's flimsy talking point here that a mech with only 91 skills activated is truly "mastered"? I haven't found a mech I own yet that I can duplicate yesterday's capabilities with only 91 skills activated, let alone produce varied builds with just 91 points)
Plus before, every time you changed your build it was free, so long as you owned what you were swapping in. Now every time you change your build, you have to spend 400xp for every single point you turn back on. For the vast majority of players, that adds up really fast. 400xp is about all you can expect to get in a losing match, with winning matches averaging about double that. That means if you want to tinker with your mech's build and it requires shifting just 20 skill points, you have to play somewhere between 10 to 20 matches with that tinkered build, before you have earned enough XP to switch it back if you don't like it. That's f***ing insanely expensive.
Edited by ShooteyMcShooterson, 16 May 2017 - 02:21 PM.
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