I strongly feel that
maximum Radar Deprivation should be reduced to a maximum of 75% to 80% Radar Deprivation. And the last few Radar Deprivation skill nodes should be buried deeper into Skill Trees.
~This leaves headroom for certain mechs to boost it close to 100% Radar Deprivation:
Phoenix Hawk (+20% additional Radar Deprivation)
Hellbringer (+20% additional Radar Deprivation)
Night Gyr (+25% additional Radar Deprivation)
Blood Asp (+25% additional Radar Deprivation)
Yeah, I've got the feeling that everyone and their dog will get 100% Radar Deprivation, now that players can avoid the filler nodes. You can save skill points from these, if you've used some of these 'skills' before:
5x Shock Absorbance (Survival tree)
7x Hard Brake (Mobility)
5x Quick Ignition (Operations)
3x Speed Retention (Operations)
New unique skill suggestions?
~UAC jam chance reduction
~Overload attack (+10% attack damage, +5% Heat Gen, double Overheat Damage). Nova NVA loves this!
Also gives Flamer weapons on Lights a much more strategic role in enemy suppression.
~ECCM vs ECM skills? Let the ECM arms race begin!
ScrapIron Prime, on 11 April 2022 - 07:46 PM, said:
Seriously. Just because lock on weapons get a bit of a skill cost reduction doesn’t mean I’m going to stop taking 100% Radar Derp. It’s useful not on,y for avoiding indirect fire but also for quickly vanishing off the red team’s mini map, which helps you avoid attention.
Edited by w0qj, 12 April 2022 - 08:23 PM.