

Old Mechs Back
#1
Posted 03 June 2017 - 02:58 PM
Anyone else feeling it?
#2
Posted 03 June 2017 - 03:03 PM
100 ton mechs I'm finding to be really bad at this time. Full mobilty does almost nothing on them.
#3
Posted 03 June 2017 - 03:05 PM
Trolling with the huge quirks maybe, but not back
#5
Posted 03 June 2017 - 05:28 PM
Any bets on which mechs and to what extent the get nerfed? (Goodbye at least some IS defensive quirks? Goodbye to Dragon 1C energy quirks? etc.)
Anyone honestly think there will be buffs? If so, what mechs and to what extent?
#6
Posted 03 June 2017 - 05:42 PM
I did see one quickdraw and had to use the q button to find out what that mystery mech was. Here's a partial list of "rare and unseen mechs"
k2 ppc sniper
Quickdraw
Raven non 3l of some sort
Ember Hero mech!
kit fox x3 ams
a spider
#7
Posted 03 June 2017 - 06:04 PM
#8
Posted 03 June 2017 - 06:12 PM
JediPanther, on 03 June 2017 - 05:42 PM, said:
I did see one quickdraw and had to use the q button to find out what that mystery mech was. Here's a partial list of "rare and unseen mechs"
k2 ppc sniper
Quickdraw
Raven non 3l of some sort
Ember Hero mech!
kit fox x3 ams
a spider
I've seen a decent amount of spiders excluding myself, pretty much only the SDR-5D or A though.
I plan on bringing out a 5K with 4 heavy machine guns whenever civil war comes out for lulz.
#10
Posted 03 June 2017 - 07:01 PM
The problem though is the nerf batted some of the better mechs and placed them on the garbage heap in the process. I mean I really like the fact that alot of formally scrap heap mechs have a place in the game again but it is kind of BS that PGI couldn't do it without putting so many formerly good mechs in the garbage heap in their place.
#11
Posted 03 June 2017 - 07:02 PM
The Skill Tree disproportionally improves quirks, because they're a % based additive improvement.
Like the old GodQuirks (but much lower)
0-50% means doubled RoF
50-67% (only 17%, a far cry from 50%, same improvement) means TRIPLED RoF
Same thing, but smaller values, with the Skill Tree
#12
Posted 03 June 2017 - 07:14 PM
I'd also like to see a linear increase in gains the deeper you get into a tree, to make specialisation more meaningful.
#13
Posted 03 June 2017 - 07:24 PM
#15
Posted 04 June 2017 - 12:31 AM
#16
Posted 04 June 2017 - 12:52 AM
The plain fact is that any mech can be played and be profitable and fun to do so.
The skill tree (boy do I HATE that stupid name) is good for unpopular mechs because it allows them, for a minimal investment, to mount all the abilities that let them prosper - radar deprivation, seismic, consumables, etc and still have enough left over to improve their weapons
#17
Posted 04 June 2017 - 07:55 AM
#18
Posted 04 June 2017 - 09:19 AM
Athom83, on 03 June 2017 - 09:16 PM, said:
guess it depends a lot on how you run it. The twist speed is what is hurting me the most.
here an example of the old atlas.
Here is the new atlas with full skills on the mobility tree.
#20
Posted 04 June 2017 - 09:30 AM
Dogstar, on 04 June 2017 - 12:52 AM, said:
The plain fact is that any mech can be played and be profitable and fun to do so.
The skill tree (boy do I HATE that stupid name) is good for unpopular mechs because it allows them, for a minimal investment, to mount all the abilities that let them prosper - radar deprivation, seismic, consumables, etc and still have enough left over to improve their weapons
Quote
unfortunately this is utter b and s.
before the "tree" it was possible to get 100% radar depr. +250m seismic + two cooldowns or ranges or even a third one. all with up to 12% cooldown and up to 10% range.
additionally you would have the operation tree and mobility once youve elited the mech.
thats 5 modules with maximum effect even on the "garbage" mechs.
post skill tree:
you have a little bit from everything but nothing is complete.
invest into operation, mobility, sensors and one more into auxiliary for one more consumable slot you use up 2/3 of the SPs available - 65 in my case.
if you skip survival (for mechs that dont start with insane base quirks) you will have 26 SP left to use and youre going to spend em mostly on weapons but not with the effect as before.
little bit of range, some cooldown and some more heat gen. heck lets add some of this and some of that.
congrats now you have a weapon loadout with small increases in everything but no optimization at all.
imo these are mandatory:
operations
mobility
depending on mech chassis and base quirks the survival tree is optional.
rest is optional or needs to be adjusted from mech to mech individually.
we may have gained "customization" for some of us but we also have sacrificed, no pgi has handicapped our mechs capabilities.
Furthermore, I consider that the skill tree must be variant specific. (see older posts)
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