Author Topic: Specialty Skills MCO 304  (Read 2647 times)

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Offline Flicker

  • 21
Specialty Skills MCO 304
 Hi there Magic, Starman , et all .  I'm was a fan of MC2 , and love very much wat u good folk have done for this game.  MCO is simply awesome !     Ok so my question is , the pilots promoted Specialty Skills window , when i mouse-over , the small text describes a different skill.  So which one is correct ? the main skills window or the smalltext window ?  And how do i rectify if the latter ?  Thks !!

 

Offline magic

  • Moderator
  • 211
Re: Specialty Skills MCO 304
Thank you.

All those specialty skills are removed and replaced with new...
Dont read mouseover text.

 

Offline Flicker

  • 21
Re: Specialty Skills MCO 304
Thanks  , Magic !

Ok so just to confirm again so that I understand correctly .   In the pilots ready screen there is a large window on the right listing the (up to 4) specialty skills that a player has chosen when the pilots are promoted .   So whatever is described there is the correct skill applied in-game yes ?    (because when i mouse-over the skill , a different skill's description appeared in the small text window below?) 

Thank u great guys MCO

 

Offline magic

  • Moderator
  • 211
Re: Specialty Skills MCO 304
Yes.

 
Re: Specialty Skills MCO 304
I have just some litle tidbit to share.

Removing skills to choose from for the pilots when they advance rank is now diminished and also the game expirience IMHO, because the player could expirience character progression/advancement  and knew exactly where to put a certain pilot. I would usually gloat at the end of every mission and keep my fingers crossed eagerly awaiting the advancement & new skills that the pilot has earned through missions. Now it kind of feels empty (I know this is not a RPG game, but it had that specific element that is missing now)

It just takes away more than it gives. For example range specialists and sharpshooter specialists were an essential part of the lategame, especially with Exodus and Mercenaries campaigns where there is limited purchase either of mech or armaments (hint: salvage).

Just my 50 cents on the subject.

Best regards,

Ulric

 

Offline magic

  • Moderator
  • 211
Re: Specialty Skills MCO 304
I have just some litle tidbit to share.

Removing skills to choose from for the pilots when they advance rank is now diminished and also the game expirience IMHO, because the player could expirience character progression/advancement  and knew exactly where to put a certain pilot. I would usually gloat at the end of every mission and keep my fingers crossed eagerly awaiting the advancement & new skills that the pilot has earned through missions. Now it kind of feels empty (I know this is not a RPG game, but it had that specific element that is missing now)

It just takes away more than it gives. For example range specialists and sharpshooter specialists were an essential part of the lategame, especially with Exodus and Mercenaries campaigns where there is limited purchase either of mech or armaments (hint: salvage).

Just my 50 cents on the subject.

Best regards,

Ulric

Thank you Ulric

Yes, and mostly useless... You may use ppcs as much as you like, you cant get ppc specialty until your pilot is Elite...
In MCO, your pilot will get experience for weapons that he/she is using. For example you dont have ppc specialty and you know you cant get it. So you chose mech mods to match other specialties excluding ppcs, and removing ppcs from your mechs. And then you pilot accumulate enough skill points to gain a specialty and you give him/her ppc specialty, strait from the heaven. If you dont use it, you dont get it.

In MCO pilot will get experience for using weapons, there are no heavenly gifts.
Same thing for mech preference. In MC2 you have a pilot mostly in light and medium mechs and by the time he can get assault mech specialty skill he is not light or medium mech specialist although he drove light mech in 16 missions. No you give him assault mech specialty skill. I am sorry but this is totally wrong.

For me, MC2 specialty skills were useless...

 

Offline luxebo

  • 25
Re: Specialty Skills MCO 304
I think rather than this system, we should implement a way where you have a pilot skill tree, going more in-depth of pilots and achieving skills along the way. For example specific weapon groups, specific mech groups (aka what role a mech is like lights --> fire support, scout, etc), specific stuff to learn along the way that is acceptable to all (aka toughness, jump jets, sharpshooter) as long as certain ratings are high enough.

I also think some sort of quirk based system is in order as for example, why use a slower light mech than a faster one? Like why use Locust over Dasher/Fire Moth? Why use an Orion/Shootist over Timber Wolf? Some balancing of mechs to spread roles more is needed in my opinion.

This would sorta differentiate this game over Wolfman's as Wolfman's is more of one that is specifically tactical and gaining as much power as possible, while this one should be more in-depth/lore-abiding in my opinion. Of course it is your choice though Magic!  :)