Its Been A Year.
#41
Posted 08 April 2018 - 06:59 AM
Skill-tree simply repeated the same main problem it was before (unbalanced/no-cost buffs) and jammed the module/quirk system into it.
#42
Posted 08 April 2018 - 07:21 AM
Skill tree I love though, loads of cost savings so I can now run fully mastered dropdecks in FP instead of spending 360 million cbills getting my 2 decks and 2 scouts for both factions the modules they needed.
#43
Posted 09 April 2018 - 01:23 PM
Champion of Khorne Lord of Blood, on 08 April 2018 - 07:21 AM, said:
Skill tree I love though, loads of cost savings so I can now run fully mastered dropdecks in FP instead of spending 360 million cbills getting my 2 decks and 2 scouts for both factions the modules they needed.
I do like the fact that I can master only Clan Mechs/Omnimechs I need. The skill still causes waste but less than the old system.
Edited by Spare Parts Bin, 09 April 2018 - 01:25 PM.
#44
Posted 09 April 2018 - 02:30 PM
#45
Posted 09 April 2018 - 02:42 PM
#46
Posted 09 April 2018 - 02:44 PM
#47
Posted 09 April 2018 - 02:56 PM
sycocys, on 09 April 2018 - 02:42 PM, said:
This only became an issue because inter-weightclass balance was thrown out the window during the Rescale.
#48
Posted 09 April 2018 - 04:11 PM
Yes the skills make a difference, maybe more than before. Assault mechs are a lot more difficult for success than before in quickplay. I don't use my Executioner anymore, it was more fun than useful before but now...he's not even fun.
For the rest I still enjoy the game, but some mech are just taking a lot of dust, mainly assault.
#49
Posted 09 April 2018 - 04:15 PM
Yeah, have fun with what you sow.
#50
Posted 09 April 2018 - 11:18 PM
Clownwarlord, on 07 April 2018 - 05:51 AM, said:
My opinion on the engine de-sync ... the more time passes the more I hate it.
Skill tree ... alright, cost a lot and wish the nodes where cheaper or only cost xp but alright.
Skill tree is one of the best changes to this game, especially the removal of the rule of three.
Engine desync was a good idea, but terribly implemented, and it ruined most of the top assaults of the time. But, alas, PGI.. new assaults were added to replace them, and now we're more-less right where we were, but it's no longer Kodiaks, but MadCats..
Although Assaults in general are no longer top-level.. it's lights that rule now, with a few mediums like the OP Assassin mixed in..
#51
Posted 10 April 2018 - 12:42 AM
#52
Posted 10 April 2018 - 09:03 AM
Arnfinn, on 10 April 2018 - 12:42 AM, said:
Skill tree and Rescale were good in concept, however, they were implemented so poorly that they ended up doing more harm than good. and, as I said before, Engine De-sync only happened because Assaults got stupidly OP because Lights got so badly nerfed during the Rescale.
#53
Posted 10 April 2018 - 10:11 AM
Dogstar, on 07 April 2018 - 07:36 AM, said:
Yes... every update.
Personally like the desync, even on my assaults (Atlas and KC included).
#54
Posted 10 April 2018 - 10:28 AM
Worst part of skill tree: skilling most mechs the same since some nodes are not much use
Engine desync: *shrugs* What's an assault? Jk, the big ones moving like molasses is fine imho, just should have given some light armour/structure quirks to the ones with suboptimal geo, like DWF and KGC.
Rescaling: erm... anyone got before/after pictures?
#55
Posted 10 April 2018 - 10:35 AM
Exilyth, on 10 April 2018 - 10:28 AM, said:
Worst part of skill tree: skilling most mechs the same since some nodes are not much use
Engine desync: *shrugs* What's an assault? Jk, the big ones moving like molasses is fine imho, just should have given some light armour/structure quirks to the ones with suboptimal geo, like DWF and KGC.
Rescaling: erm... anyone got before/after pictures?
Well, in the archives you can find the old comparison threads PGI put up to show the before and after. Give me a sec and I'll dig them up.
EDIT: here they come:
IS Assault: https://mwomercs.com...ault-re-scales/
Clan Assault: https://mwomercs.com...ault-re-scales/
IS Heavy: https://mwomercs.com...eavy-re-scales/
Clan Heavy: https://mwomercs.com...eavy-re-scales/
IS Medium: https://mwomercs.com...dium-re-scales/
Clan Medium: https://mwomercs.com...dium-re-scales/
IS Light: https://mwomercs.com...ight-re-scales/
Clan Light: https://mwomercs.com...ight-re-scales/
Edited by Requiemking, 10 April 2018 - 10:40 AM.
#56
Posted 10 April 2018 - 10:57 AM
Skill tree: Wish we had Solahma's. The tree isn't bad, per se, and does allow options, but for 80% of mechs I probably have 90% of the same skills, other than some tweaking between them. A number of mechs still unskilled.
- I do like the ammo quirks a ton, though, really do.
PSR: Still unfixed.
#57
Posted 10 April 2018 - 12:46 PM
100 ton mech just gather dust in my mechbays now.
#58
Posted 10 April 2018 - 12:57 PM
Skill tree: I like it slightly better than the old mastery/module system, but not much, and I never felt either was actually needed or particularly helpful in making the game more fun. (In an RPG, I get the role of XP and leveling up. In gear-based RPG's, RNG and running raids or using PvP points etc. to get better gear is a huge factor. This isn't an RPG, and both the skill tree and the old mastery/module systems are really clunky imitations IMHO.)
#59
Posted 10 April 2018 - 03:37 PM
sycocys, on 09 April 2018 - 02:42 PM, said:
And, you are on the right path here lad.....and, to make Solaris work, everything has to de-evolve to lengthen TTK in Solaris... Everything. You can't have 1x1/2x2 matches that last less than 5 minutes.... Otherwise, no one will play: think arcade game here, not a complex team oriented game... It has to be simple: see Red Deceptacon, shoot it till it falls apart, you win killer ! If that took <1 minutes with 2 alpha strikes, no one will play..... No one play, no one buys....
Edited by Asym, 10 April 2018 - 03:38 PM.
#60
Posted 11 April 2018 - 04:50 AM
Asym, on 10 April 2018 - 03:37 PM, said:
Not really sure I want to I think I am improving in FP and QP, so why to I want to start another unrelated game mode.
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