I think as a general consensus among the community is that if we are going to be forced to take nodes we probably do not want like fall damage reduction or hill climb they might as well be something that actually makes a difference.
Just my two cents.


All Those Forced Hill Climb Nodes And They Don't Really Help
Started by Snazzy Dragon, May 30 2017 06:58 AM
4 replies to this topic
#1
Posted 30 May 2017 - 06:58 AM
#2
Posted 30 May 2017 - 07:12 AM
Snazzy Dragon, on 30 May 2017 - 06:58 AM, said:
if we are going to be forced to take nodes we probably do not want like fall damage reduction or hill climb they might as well be something that actually makes a difference.
That’s a paradox.

If they would make a difference they weren’t nodes we didn’t want to take.

#3
Posted 30 May 2017 - 08:53 AM
The OP makes it sound like one has to take 35 Gated Skills to get to the 56 he really wants... 
Given the current Skill Trees, how many actual "gates" does one have to face/take to get a Mech design that would Match an old design of yesteryear, if one did not go out of ones way to hit every gate available?

Given the current Skill Trees, how many actual "gates" does one have to face/take to get a Mech design that would Match an old design of yesteryear, if one did not go out of ones way to hit every gate available?
#4
Posted 30 May 2017 - 09:23 AM
Almond Brown, on 30 May 2017 - 08:53 AM, said:
The OP makes it sound like one has to take 35 Gated Skills to get to the 56 he really wants... 
Given the current Skill Trees, how many actual gates does one have to face/take to get a Mech design that would Match an old design of yesteryear, if one did not go out of ones way to hit every gate available?

Given the current Skill Trees, how many actual gates does one have to face/take to get a Mech design that would Match an old design of yesteryear, if one did not go out of ones way to hit every gate available?
Your right! Gating only takes about 3-6 SP out of our locked 91 SP. Because having 3-6 more SP to spend on .75% Cooldown, 1% Range, 2% Velocity and similar massive percentage increases will take a mech from being optimal to OMFG "min-maxed" OP "need negative quirks" "nerf now!!!!"
Edited by KodiakGW, 30 May 2017 - 10:31 AM.
#5
Posted 30 May 2017 - 09:33 AM
Snazzy Dragon, on 30 May 2017 - 06:58 AM, said:
I think as a general consensus among the community is that if we are going to be forced to take nodes we probably do not want like fall damage reduction or hill climb they might as well be something that actually makes a difference.
Just my two cents.
Just my two cents.
Don't take um then.. what exactly are you missing out on? One coolrun node?
Hill climb works great on fast mechs with out JJ's, AKA best used on mechs over 100 KPH.
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