Something the skill tree doesn't take into account, and was mentioned on every iteration of test, is the specialty mechs that had an extra module slot.
I'm kind of sad that those mechs didn't get anything to offset that loss. Even if it was just a free extra consumable slot to make them unique again.


Sad My Specialty Mechs Lost Their Extra Slot
Started by Ruar, May 17 2017 08:23 AM
8 replies to this topic
#1
Posted 17 May 2017 - 08:23 AM
#2
Posted 17 May 2017 - 08:42 AM
Ruar, on 17 May 2017 - 08:23 AM, said:
Something the skill tree doesn't take into account, and was mentioned on every iteration of test, is the specialty mechs that had an extra module slot.
I'm kind of sad that those mechs didn't get anything to offset that loss. Even if it was just a free extra consumable slot to make them unique again.
I'm kind of sad that those mechs didn't get anything to offset that loss. Even if it was just a free extra consumable slot to make them unique again.
I was hoping they're do something with that, too. For example, some Atlases had 3 module slots, some had 5. I figured they'd make something of the difference, but I guess not.
#3
Posted 17 May 2017 - 08:44 AM
Extra skill tree points to spend mebbe? Hehe. If so it would probably be only 5 or 10, but still, not a bad way to give a bonus there if doable. Apparently mech specific trees are out of the question, so this seems more viable.
#4
Posted 17 May 2017 - 08:46 AM
We all have the ability to mount more slots than before, but youre right, this was one of the balancing quirks that got left behind.
Guess I'll have to be content with 5 consumable slots, Seismic, Radar Derp, Target Retention, 360 Retention, and range/cooldown boosts. Shucks. =)
Guess I'll have to be content with 5 consumable slots, Seismic, Radar Derp, Target Retention, 360 Retention, and range/cooldown boosts. Shucks. =)
#5
Posted 17 May 2017 - 08:50 AM
I'd fall back to what PGI said: Skill tree is just a stepping stone. Further adjustments will be made. Let's see if they are true to their words and take this into account.

#6
Posted 17 May 2017 - 09:08 AM
5 consumable slots is not enough? You need 6th? Hell i think any more then one coolshot is overpowered..
#7
Posted 17 May 2017 - 09:13 AM
Yes, there were some lackluster mechs who were given an extra slot to make them more attractive. Silly some mechs go extra nerfed with this pass.
Similar to LRMS getting max range reduced simply because they wanted you to see a bonus given to them, but not have max range increased TOO much. Really though. Who uses LRMS at max range anyways. Who cares.
How many stepping stones have we been given and why are people falling for that again? With all these stepping stones I feel they lead to no where, because they leave them half finished and half thought out. Are we still in stepping stone phase of Faction Warfare?
With their habits they should be releasing something as close to finished as possible. Going back to work on something already put out is a waste of their resources in their mind.
Similar to LRMS getting max range reduced simply because they wanted you to see a bonus given to them, but not have max range increased TOO much. Really though. Who uses LRMS at max range anyways. Who cares.
Ced Riggs, on 17 May 2017 - 08:50 AM, said:
I'd fall back to what PGI said: Skill tree is just a stepping stone. Further adjustments will be made. Let's see if they are true to their words and take this into account. 

How many stepping stones have we been given and why are people falling for that again? With all these stepping stones I feel they lead to no where, because they leave them half finished and half thought out. Are we still in stepping stone phase of Faction Warfare?
With their habits they should be releasing something as close to finished as possible. Going back to work on something already put out is a waste of their resources in their mind.
#8
Posted 17 May 2017 - 09:14 AM
Natred, on 17 May 2017 - 09:08 AM, said:
5 consumable slots is not enough? You need 6th? Hell i think any more then one coolshot is overpowered..
Me too lol, makes laser vomit and the like so nasty.
I could get behind 4 slots of coolshot 9 or 6 with a decent cooldown on usage more than double 18.
Edited by Shifty McSwift, 17 May 2017 - 09:15 AM.
#9
Posted 17 May 2017 - 12:30 PM
Natred, on 17 May 2017 - 09:08 AM, said:
5 consumable slots is not enough? You need 6th? Hell i think any more then one coolshot is overpowered..
I wasn't thinking of it as having a 6th consumable so much as having a free consumable slot so the SP could be spent on something else.
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