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Skill Tree And Quirks.


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#1 FinnMcKool

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Posted 16 February 2018 - 04:53 PM

why not put them together, maybe make the quirks a different color , ?
Anyway it would make it EZer for us to see what quirks our Skilled out mechs have.

#2 FupDup

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Posted 16 February 2018 - 06:51 PM

Technically they do combine together in your quirks list if they're the same type, e.g. laser duration quirks + laser duration skills. This only applies to generic stuff though.

#3 Koniving

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Posted 16 February 2018 - 06:53 PM

It would be nice to not have to jump from skill tree to mechlab to check the base quirks and back again to continue choosing skill tree nodes. The display under skill tree only shows those affected by the current skill tree selections without the quirk effects.

Being able to differentiate the base quirks from the skill tree after unlocking 91 skill tree nodes would be kinda nice, too.

#4 Alcom Isst

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Posted 16 February 2018 - 07:00 PM

Keep base quirks separated from skill quirks, put them at the top of the list, and bold them. Color and sort all quirks based on their category (weapon, survival, mobility etc.)

#5 Khobai

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Posted 16 February 2018 - 08:40 PM

agreed quirks need to be color coded

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 JediPanther

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Posted 16 February 2018 - 09:31 PM

Color would be most useful to break up the list of all quirks from quirk tree. The only way to know for sure what a mech has is look it up online or write it down some where. Gets pretty tedious when you have a lot of the different variants for a chassis like all seven locusts and want to specialize each one.

#7 Asym

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Posted 16 February 2018 - 10:05 PM

Why not get rid of the skill tree an quirks and we use 100%, fully optimized combat vehicles and see who is really better at piloting or playing as a team......hmmmmmmm????

#8 El Bandito

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Posted 16 February 2018 - 10:22 PM

I friggin hate those ammo skills as they take out too much space. Can't PGI just replace them with "Ammo + 10/20%", instead?

Edited by El Bandito, 16 February 2018 - 10:22 PM.


#9 FupDup

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Posted 16 February 2018 - 10:24 PM

View PostEl Bandito, on 16 February 2018 - 10:22 PM, said:

I friggin hate those ammo skills as they take out too much space. Can't PGI just replace them with "Ammo + 10/20%", instead?

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 Khobai

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Posted 16 February 2018 - 10:36 PM

The magazine capacity skils are an example of skill nodes that could be removed from the skill tree.

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 El Bandito

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Posted 16 February 2018 - 11:34 PM

View PostFupDup, on 16 February 2018 - 10:24 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.


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 Khobai

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Posted 17 February 2018 - 12:02 AM

Quote

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.


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 FinnMcKool

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Posted 17 February 2018 - 03:11 PM

View PostKoniving, on 16 February 2018 - 06:53 PM, said:

It would be nice to not have to jump from skill tree to mechlab to check the base quirks and back again to continue choosing skill tree nodes. The display under skill tree only shows those affected by the current skill tree selections without the quirk effects.

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.





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