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Tech tree.


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#1 Sicarius_X

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Posted November 25 2012 - 10:30 PM

What is worth getting in tech tree's as you level? I am lv 16 berserker and I put all points I can into movement. While class is already quick, I like more of a speed edge because I feel maneuverability is the best armour. What does everyone else use and why?

#2 Makina

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Posted November 25 2012 - 10:36 PM

as a berserker user too, I bought the internals that boost primary fire rate and in skill tree I went with increased bullet damage to boost my smg, but thats how I like to play, I do alot of poking damage(does that work in this case lolol?) with my smg and finish people off with the TOW... well anyway the skill tree has ben toned down alot so it doesnt really matter now
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#3 Sicarius_X

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Posted November 25 2012 - 10:42 PM

Beserker is poking damage if player is good. But most servers you can get away with just dodgeing around and fighting in open. I also have points in repairing quickly so I can flee and get back in the fight quicker. I like the idea of increased poking damage, but my feelings on it are you're not going to be in a fight long enough to feel that big of a difference. Does anyone have a counter argument?

#4 SirCannonFodder

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Posted November 25 2012 - 11:53 PM

Personally, I think the only things really worth getting are the dodge speed increase and the 3% armor increase, both of which are on the Defense tree. Everything else is just too small to make any real difference.

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#5 z121231211

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Posted November 26 2012 - 01:39 AM

Gotta agree with SirCannonFodder. +70EU (+11% to +23% per point), +3% HP, and +9 Repair Speed (+8.5% per point) are probably the most noticeable changes.
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#6 h0B0

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Posted November 26 2012 - 06:03 AM

I promised myself i wouldnt play berseker this beta round. but i played a few games to be on par for the scrub matches and i had all my points in mobility.

If this were CBE2 i would have told you otherwise.
I ran with most points in defence and a few in offence (RoF, bullet damage and reduced heat)
Also had +HP -heat +boost internals

Overall i rarely overheated, even when using the vulcan and i had 625hp.

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View Post[HWK]HUGHES, on March 15 2013 - 08:35 PM, said:

Oh don't always listen to h0B0. Lol.


#7 Karaipantsu

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Posted November 26 2012 - 09:55 AM

I like the Defensive tree most of all. Increasing your personal TTK leads to more kills.  Haven't really gotten too deep into the tree with my Bruiser yet, tho, but I can already see a little of the benefits.  Plus, the Heat Reduction spec in the Def tree is better than the one in the Offensive tree.

#8 Snoof

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Posted November 28 2012 - 04:37 PM

ugh, the fact that theyve at least halved the majority of the skill trees sucks and makes them almost not worth the effort
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#9 DarkPulse

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Posted November 29 2012 - 02:19 AM

So I guess there's one thing we can all agree on: Devs went too aggressive with the hack-and-slash of the skill tree. It sounds like players do want some meaning to the upgrades (which means power) but not to the CB2 and earlier levels.

From what I heard, most of the skills were straight-up reduced by 66% from CB2 levels. Let's try making it 33% and see how that feels?
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#10 iamhoshi

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Posted November 29 2012 - 03:53 AM

70% of 3rd, 30%1st - scout.

#11 Frenotx

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Posted November 29 2012 - 11:44 AM

The tech tree is fundamentally flawed, in its current form. If you make it strong enough to be fun / feel like it matters, it will give high level mechs too much of an advantage over low level mechs. If you make the tree buffs minor enough to not feel unfair to lie level mechs, then the tree will feel pointless (as it does now).

As it stands, I agree with SirCannonFodder- dodge speed / cooldown + percent hp boosts.
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#12 defekt

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Posted November 30 2012 - 03:14 AM

Excuse the thread-mating referral but there might be a way to keep the tech tree noticeably imptactful (cf. CB2-like) comensurate with not worrying about high level mechs being artificially better than the low level ones: http://community.pla...ee/#entry107034

The core philosophy behind the idea being that experience, i.e., earned XP, unlocks the ability to reallocate your resources, not gift you additional resources.

Edit: Hold on, something's gone very wrong with that link...
Edit: Better.

Edited by defekt, November 30 2012 - 03:19 AM.


#13 Akrium

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Posted November 30 2012 - 04:07 AM

I just go Mobility and toss the rest into Defense. The damage increase/decrease and heat reduction are a joke now. In CB2 I did the same thing but ran with the heat reduction internal to compensate for that. Basically you put enough points into mobility to unlock the last teir and then don't take it.. instead you go down the defense tree and get the health w/ that one extra point.

I don't use any internal that have a negative effect.. the bonuses and negatives are so tiny that the best outcome is just to do the bonuses that have zero negatives. Just my silly opinion.


View Postdefekt, on November 30 2012 - 03:14 AM, said:

...The core philosophy behind the idea being that experience, i.e., earned XP, unlocks the ability to reallocate your resources, not gift you additional resources...

Not to derail the thread, so I won't get into this too great. Good idea.. but it allows people to gimp themselves I think. To really solve the issue is just to give everyone the full skill tree right at the start. Use the xp gain to tier buying cosmetic unlocks. Thus truly.. level makes no difference and it is all equal playing (from the skill tree standpoint). Now we can have meaningful choices in the skill tree and make things more interesting.

#14 defekt

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Posted November 30 2012 - 04:35 AM

View PostAkrium, on November 30 2012 - 04:07 AM, said:

Good idea.. but it allows people to gimp themselves I think.
I see nothing wrong with this.  Games that come with systems that allow you to reallocate resources, in ‘good’ or even ‘bad’ ways, often enjoy a rich and ever-evolving metagame.  The important rule to abide by with such an approach would be to retain as close a relative benefit between all buffs in any given tier as possible; furthermore, whilst some buffs would be more useful than others found within the same category, if such ‘obvious’ choices where presented within the same tier mech customization elevates itself above the ‘brain dead’ / carbon copy / path of least resistance pitfall.

For example, the benefits of more fuel and a faster boosting top speed are obvious, but if both of these 'obvious' choices appeared in the same tier, and were balanced in value in such a way that you trade distance for speed in equal measure, then we might begin to see sub-breeds of same-type mechs that perform measurably differently, and more than that, evolve along with the metagame.

Edited by defekt, November 30 2012 - 04:37 AM.





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