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Skill Tree PTS

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wrote:
wrote:
Is it a requirement that you must be heimi to wear the helmet as you and those before you have...
Hell no. Heimi actually helps people and is nice and shit...fuck that noise.


But are you his Dad ??? (Dark/liight side pun)
Posted Feb 12, 17 · OP · Last edited Feb 12, 17
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wrote:
wrote:
wrote:
Is it a requirement that you must be heimi to wear the helmet as you and those before you have...
Hell no. Heimi actually helps people and is nice and shit...fuck that noise.


But are you his Dad ??? (Dark/liight side pun)

If I was Heimi - then no

Could he be my son and Heimi - we don't talk about family matters in a public place...
Posted Feb 14, 17
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I don't understand what happened to this thread.
WybbtOO.png
Teamwork is essential, it gives the enemy someone else to shoot at.
Posted Feb 14, 17
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Wait is Heer a top bloke, Back to the PTS its shit :p
Posted Feb 14, 17 · OP
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idk I think the DeRail has more content in it than PGI has released in the last 3 years (minus much packs)
You got killed because you were stupid
Posted Feb 15, 17
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http://mwomercs.com/news/2017/02/1743-latest-news-regarding-upcoming-skill-tree-pts-update

Changes :p


Unlocking 1 Skill Node for the first time will now only require 60,000 C-Bills and 800 XP. This is a reduction from the 100,000 C-Bills and 1,500 XP required in the previous PTS build.


Removing a Skill Node you’ve already unlocked (for the individual ‘Mech whose Skill Tree you are working with) has no cost associated with it whatsoever. In light of the above change, removing a Skill Node you've already unlocked will no longer return the XP spent to acquire it.


If you wish to re-acquire a Skill Node you previously removed you will not be required to repurchase that Skill Node at the initial purchase cost. Re-acquiring Nodes you previously purchased at full cost will only require 400 XP.


In the upcoming PTS update you’ll see a significant rework of the distinct Firepower Skill Branch into a single, all-encompassing Firepower Branch.

we intend to break baseline Mobility characteristics away from Engines. Mobility will instead be determined by the overall tonnage of the chassis. It’s important to note that this will not affect the speed of a ‘Mech, which will remain tied with Engine size.
Posted Feb 21, 17 · OP · Last edited Feb 21, 17
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Greetings MechWarriors!

We are concluding our series of PTS sessions for the new Skill Tree and will be shutting down PTS 2.5 today, March 8 at 4 PM PDT. As this PTS is our last one for the Skill Tree before its release on March 21st, we would like to give a big thank you to all the MechWarriors who have contributed feedback on the Skill Tree PTS sub forums. We are continuing to look through the collected feedback and make changes where necessary. Some of the changes we have made after PTS 2.5 include the following:

Node Changes

- Minor node rearrangements throughout multiple branches.
- A handful of value changes through the Firepower, Survival, and Mobility trees.
- Survival tree has been expanded to allow for two things:
- Armor Hardening, Skeletal Density, and Reinforced Casing node counts expanded allowing for higher levels of investments within the tree.
- Node layout has been greatly altered to give more player choice between paths allowing for more heavy investment in Armor Hardening versus more investment in Skeletal Density.


Mobility System Changes:

- Have further tuned a series of lights and 'Mechs defined by mobility to further increase their base mobility attributes.


UI Changes

- Previously, nodes that were unlocked and equipped were not very distinguishable from nodes that were unlocked but not equipped on a ‘Mech. These nodes have been given a much better color and shape treatment to make it clear which nodes have had points spent on them.

- The links between nodes have had a color, size and functionality pass done. It is now easier to see which nodes are connected, which node paths are open, and which node paths are active. The functionality has been improved to show the difference between active parent nodes and non-active parent nodes. Previously, all parent nodes would have a full color connecting path. Now, only parents that are active will have a full color path to its child node.


You can look forward to BEING FUCKED IN THE ASS more about the changes in a detailed write up about the Skill Tree in the patch notes next week.
You can also look forward to trying out the new Incursion game mode on PTS in the near future. Stay tuned for more details.
Posted Mar 9, 17 · OP
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The above is OBVIOUSLY a direct cut and paste...
Posted Mar 9, 17
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New update - https://mwomercs.com/news/2017/03/1760-skill-tree-status-update
Posted Mar 14, 17 · OP
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Sigh - off to the delayed pile
Posted Mar 14, 17
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