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Skill Node Issue: Mechs Should Be Able To Skip Nodes They Cannot Benefit From, To Progress.


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#41 Zoeff

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Posted 17 May 2017 - 02:38 PM

[mod]Please keep things civil. Remember, you are talking to real people.

I'll keep this topic open for now as it does contain useful discussion.[/mod]

#42 Revis Volek

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Posted 17 May 2017 - 02:47 PM

View PostBishop Steiner, on 16 May 2017 - 06:06 PM, said:



Paul (or was it Chris, IDK tbh)already stated that there were just too many issues (I do not claim to recall what they were) Back when Chris did the Town Hall thing over a month ago. It would be nice, but for whatever reason not feasible.







Because this means they have to actually put their nose to the grind stone and get work done on allllll these mechs in game.


Thats a cop out and a lazy mans answer, Which i can tell by the way we handle things around here PGI is pretty lazy and really doesnt LIKE to work.

Edited by Revis Volek, 17 May 2017 - 02:47 PM.


#43 Stageman

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Posted 04 June 2017 - 09:53 AM

A little late to the discussion, but thanks a lot for this post/topic! I've been driving myself nuts since the skill tree came out, regarding the Urbanmech warning/alert rec'd when skilling out the nodes.....I had believed my the Urbie ST was bugged or there was an issue, however this post confirms the paradox within the tree, in having to unlock useless nodes.....I think the Devs need to work on the skill tree structure - should be class or even chassis specific, per hard points.
As mentioned this was very helpful to me and put to rest a rather novel issue I was struggling with...I'm sorry for being an ignoramus Posted Image should have looked this up a long time ago......
Thanks Guys, see you on the field!





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