Skill Tree And Quirks.
#1
Posted 16 February 2018 - 04:53 PM
Anyway it would make it EZer for us to see what quirks our Skilled out mechs have.
#2
Posted 16 February 2018 - 06:51 PM
#3
Posted 16 February 2018 - 06:53 PM
Being able to differentiate the base quirks from the skill tree after unlocking 91 skill tree nodes would be kinda nice, too.
#4
Posted 16 February 2018 - 07:00 PM
#5
Posted 16 February 2018 - 08:40 PM
red for weapons/firepower quirks
green for defense/survivability quirks
blue for mobility/jumpjet quirks
yellow for operations/infotech/auxiliary quirks
etc...
the base quirks of the mech also need to be separated or differentiated somehow from the skill tree quirks
Edited by Khobai, 16 February 2018 - 08:45 PM.
#6
Posted 16 February 2018 - 09:31 PM
#7
Posted 16 February 2018 - 10:05 PM
#8
Posted 16 February 2018 - 10:22 PM
Edited by El Bandito, 16 February 2018 - 10:22 PM.
#9
Posted 16 February 2018 - 10:24 PM
El Bandito, on 16 February 2018 - 10:22 PM, said:
The problem is that guns with little default ammo per ton would gain next to nothing from percentage-quirks. This is the problem with all percentage-based quirks across the board, really.
Edited by FupDup, 16 February 2018 - 10:45 PM.
#10
Posted 16 February 2018 - 10:36 PM
Do you ever not take them if youre using ammo-based weapons?
Any skill thats too good not to take is a skill that can be removed from the skill tree and just given to players for free.
Because its not evoking a choice if you always take certain skills. The purpose of a skill tree is to allow players to take different skills and play a mech differently. But if everyone who uses ballistics always take the same skills and plays the same way whats the point?
A skill tree without choices is not a skill tree. what we have now is just a progression tree like we used to have before. only much more convoluted.
Edited by Khobai, 16 February 2018 - 10:43 PM.
#11
Posted 16 February 2018 - 11:34 PM
FupDup, on 16 February 2018 - 10:24 PM, said:
PGI can technically round it, so AC20 for example will still get 1 ammo per node. They really should have given all ballistics uniform 200 damage per ton.
Edited by El Bandito, 16 February 2018 - 11:35 PM.
#12
Posted 17 February 2018 - 12:02 AM
Quote
agreed. when they went from 8v8 to 12v12 and didnt increase ammo it really hurt ballistics.
ammo should actually be +50% based on that. since theres 50% more enemies to shoot at.
#13
Posted 17 February 2018 - 03:11 PM
Koniving, on 16 February 2018 - 06:53 PM, said:
Being able to differentiate the base quirks from the skill tree after unlocking 91 skill tree nodes would be kinda nice, too.
thats all im talking about just being able to see them together when your doing your skills.
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users