Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Tulip
Jun 3, 2008

yeah thats pretty good


I like the new trees, they look fun to use.

Adbot
ADBOT LOVES YOU

henkman
Oct 8, 2008
I assume you can't get safes and drills from offshore payday, but I'm going to ask anyway

Dr Cheeto
Mar 2, 2013
Wretched Harp

henkman posted:

I assume you can't get safes and drills from offshore payday, but I'm going to ask anyway

You can't get safes and drills from offshore payday.

You can get weapon boosts, though.

henkman
Oct 8, 2008
Thank you, friend

John Murdoch
May 19, 2009

I can tune a fish.

UnknownMercenary posted:

- Far Away is the new Hard Boiled. Close by will be good at least.
I like the idea of it on paper, but it is rather silly to have such an expensive skill that solely exists to skirt around shotguns' inherent weakness. If I need to hit stuff farther away and basic sighting isn't helping, I might as well just switch to my other weapon. I guess it's marginally more meaningful if you're going to run double shotguns. Honestly, it feels like it would make more sense to get rid of Shotgun Impact entirely, buff shotgun base stats to compensate, and then move Far Away to tier 2 and come up with something better for tier 3.

UnknownMercenary posted:

- Making shield bashing RNG based on weapon damage is a dumb idea. The trade off now is you give up an actual melee weapon for shield bashing effectively. Now there's no reason not to take the melee weapons with the biggest numbers.
I'm going to take a guess and say that the random chance is specifically there to balance the new ability to knockback with guns, and it spreading to melee is a dumb side effect of how things are coded. Either that or an odd belief that they really need to balance against the rapid fire knives versus basically anything else for the purposes of shield punch (even though I've always felt range is the real stat that comes into play there). gently caress, maybe it's even an awkward attempt to further incentivize shield sawing. If they weight it properly (and/or even make it work off of the knockback stat like it logically should) it probably won't be as big of a deal, but yeah it's weird.

Don't know why people are scoffing at the idea of it though. Sneaking a previously DLC-locked advantage into the skill trees is a good thing, and literally every ICTV user will have it by default so yeah HE rounds will be more reliable but it's basically a free bonus for all armor builds. Unless the numbers are ridiculously undertuned, I think it'll be fine.

UnknownMercenary posted:

- Making run and shoot shotgun exclusive is another one I have an issue with. Yes it is most effective with shotguns, but it is useful for all weapons.
My gut feeling is that run and gun will appear at least one more time in another tree, probably for SMGs or dualies. Restricting the option to specific weapon types seems like a fair attempt at carving out more niches and subtly depowering workhorse ARs.

UnknownMercenary posted:

- Are shotguns getting a buff or is the nerf to Underdog a typo?
Totally parses as "it's tier 1 now, so we're gonna shave 5% off to compensate without thinking beyond that". They really drat well should fold that 5% back into Shotgun Impact or the base values if their own admitted shotgun balance calculations always assumed a 15% Underdog.


Oh, I just went and looked. The reason why there's no melee skills in Enforcer is because they're moving melee to another class. They're preserving: Pumping Iron, Berserker, Tough guy Ace, and Transporter Basic. I have no loving idea why they would keep Tough Guy Ace, unless it's to provide filler for another skill (ala Basic Die Hard or something) and this means that Transporter Basic is going to probably show up on Ghost/Fugi as a Nu Dead Presidents type thing and to synergize with body bags I guess. At the very least, maybe this means Ghost might finally get that backstab ability I've been pining for all this time.

Edit: I don't remember if the full list of carry over skills from Mastermind was ever posted either, so here they are:
Equilibrium
Aced spotter
Gunslinger
Pistol messiah
Aced Control Freak
Kilmer

John Murdoch fucked around with this message at 22:01 on Mar 25, 2016

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


I'd really like them to just abandon shotgun impact and fold that percentage into the base damage.

Like, I was defending the shotgun changes post Crimefest (especially after the range buff) but Jesus Christ I cannot get over how terrible the shotgun tree is.

Coolguye
Jul 6, 2011

Required by his programming!
Far Away is Good because it solves the major problem of using a shootgun as a kill everything weapon so I can have a specialty weapon in my other slot

The primary problem is that I could just as well sort all that out without paying so many skill points

clockworkjoe
May 31, 2000

Rolled a 1 on the random encounter table, didn't you?
ammo specialist bonuses with gambler sounds like it could be fun, especially if you play with friends and can coordinate them, so they let you pick up all the ammo. Putting bulletproof at mid tier is also interesting because then you could get close to ICTV without having to go all the way up the tree for it. A bulletproof ammo specialist gambler could support an entire team with health and ammo, even without the ammo bags.

Mendrian
Jan 6, 2013

Plan Z posted:

Gotta say that x years in, I'd rather have them jumble things up like this and surprise me to switch up the repetition than to keep running with what I have. I think now you just have to choose what you're going for with a build more, instead of just saying that "These are the most useful things, and I want all of them."

This is how I feel. I mean, let's be real here. Most builds following one of the following options:

GET THE gently caress UP with dodge.

GET THE gently caress UP with armor.

All Shotguns, All the Time.

Akimbo Guy (possibly with GET THE gently caress UP)

Fart Guns

other (sub-optimal gimmick builds)

SHOTGUN/MEDIC/DODGE could be fun, if you think in terms of how many maxed trees you have. Granted, even just glancing at these previews it's obvious that there's poo poo at the upper end nobody is really going to care about, which is really weird, but I can at least see what they're going for. Having every build boil down to "Fast Hands/Transporter/Underdog/etc" plus one helpful thing is getting pretty old.

Kikas
Oct 30, 2012
I like this new tree, I find the fact that to get the ICTV you need to get puching shields with bullets. This is good, because even though we have a free sniper rifle, more ways to deal with shields is awesome. Compressing the tree to pack more skills in one skill is good, because they actually try to remove the useless skills and props where it's due.

...but at this rate, it seems that Technician and Fugitive will get mostly new skills, which is good too, but given the hit-miss nature of the ones we got so far, I am caustiously optimistic.

SAMARIX
Jul 8, 2013
That new Enforcer tree is basically my build all in one place! :swoon:
Except for the drill skills.

My questions are, is Mag+ still in the Tech tree and will it combine with Close By Ace?
With the 2 bag carry will we just fall through the floor if we pick up 2 Artifacts at once because of how heavy we are?

I'm liking the changes.

Crabtree
Oct 17, 2012

ARRRGH! Get that wallet out!
Everybody: Lowtax in a Pickle!
Pickle! Pickle! Pickle! Pickle!

Dinosaur Gum
I just don't agree that double ammo bags should be tier 3, other than that I'd like some of the skills to be put into the shotgun stats in general and for them to make up some new shot gun skills and its not the worst condensing of Enforcer ever.

But now it looks like the Technician is entirely going to be Drill/C4/Who-loving-cares.

Dr Cheeto
Mar 2, 2013
Wretched Harp

Crabtree posted:

I just don't agree that double ammo bags should be tier 3, other than that I'd like some of the skills to be put into the shotgun stats in general and for them to make up some new shot gun skills and its not the worst condensing of Enforcer ever.

But now it looks like the Technician is entirely going to be Drill/C4/Who-loving-cares.

There's gonna be an automatic weapons tree similar to Mastermind's sharpshooter single-fire tree, and the only place I can think to put it is Technician.

clockworkjoe
May 31, 2000

Rolled a 1 on the random encounter table, didn't you?
Some ideas to make techs suck less

Gain trip mines and/or turret ammo with ammo boxes
Shotgun turret - lower ROF so it lasts longer as a distraction - lower DPS and range obviously.
A drill skill that let them melee drills to fix them in one or two hits.
An armor piercing melee skill so they could inflict more damage on specials or stun them and get through tan armor
Set up drills super quickly
Electrifying drills so they shock enemies that try to break them
Top tier skill that makes drills never break
Amp up shockproof so technicians get a ranged shock weapon/throwable with area effect.
Shock turrets - same range as a taser now, but can stun multiple foes - batteries recharge every 10/5 seconds.
Grant shockproof to entire team as top tier skill
Cloaker detection throwable - highlights all cloakers in given area and when aced prevents their charging ability for 10 seconds or something.
Turrets grab ammo boxes of enemies that die near them to reload themselves.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


quote:

6:12 PM - UnknownMercenary: i just had a brainwave
6:12 PM - UnknownMercenary: what if the c4 tree is a dedicated explosives tree
6:13 PM - UnknownMercenary: so you get stuff like increasing the radius
6:13 PM - Cheeto: gently caress
6:13 PM - UnknownMercenary: reduced friendly fire
6:13 PM - UnknownMercenary: explosives no longer get shot out of the air
6:13 PM - UnknownMercenary: reload speed buffs for explosive guns
6:13 PM - UnknownMercenary: and then the sentry tree is also the dedicated automatic guns tree?
6:14 PM - Cheeto: hang on I'm tatooing that build on my face so I never forget what skills to buy
6:14 PM - Cheeto: that would be good so clearly it won't happen

I want to believe.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
Finally had some time to sit down and look over the new Enforcer tree and man, Grinder builds are going to be loving ridiculous. Easily accessible Bulletproof/Bullseye, maybe take Iron Man Basic to deal with Shields if you're feeling lazy. Ammunition Specialist lets you hoover up ammo even more efficiently than Grinder builds already are and replenishable molotovs will make you even more immortal. Now all we need is cheap Swan Song and the current generation of Mastermind/Fugitive builds will be straight upgraded in every way.

Someone goofed and forgot to put in an actual number for the Carbon Blade Ace panic chance.

John Murdoch posted:

Edit: I don't remember if the full list of carry over skills from Mastermind was ever posted either, so here they are:
Equilibrium
Aced spotter
Gunslinger
Pistol messiah
Aced Control Freak
Kilmer

Aggressive Reload seems to be the rough equivalent of Kilmer, with a bigger reduction in reload time but at the cost of having to activate it with kills. I'm guessing Spotter Ace is either going to be free or moved to Ghost/Fugitive, along with what was formerly Inside Man/Control Freak Ace.

Crabtree posted:

But now it looks like the Technician is entirely going to be Drill/C4/Who-loving-cares.

You'll loving care when it becomes the explosion-man tree. :colbert:

Coolguye
Jul 6, 2011

Required by his programming!
grenade launchers and the RPG already crack the game wide open in a lot of ways so the idea that they would give any skills that benefit them directly in any major way seems unlikely

it is far more likely that jack of all trades will be close to entry level and the rest of the tree will presume you are bringing both c4 and sentries

ClonedPickle
Apr 23, 2010

UnknownMercenary posted:

I want to believe.

I think it's more likely that sentries and C4 will be two sides of the same tree, with Jack of All Trades topping it off to let you carry both. Then an automatic weapons tree, and a... drill tree with other stuff?

isndl posted:

Someone goofed and forgot to put in an actual number for the Carbon Blade Ace panic chance.

Jules has said all the numbers are up in the air currently and that they're more worried about getting skill functionality in place before finalizing specific numbers and percentages. And it's Overkill, so of course there's inconsistency with putting obviously placeholder variables ("X%") with not-so-obvious placeholder numbers, like Bulletstorm basic lasting 0 seconds.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


Coolguye posted:

grenade launchers and the RPG already crack the game wide open in a lot of ways so the idea that they would give any skills that benefit them directly in any major way seems unlikely

it is far more likely that jack of all trades will be close to entry level and the rest of the tree will presume you are bringing both c4 and sentries

Comedy option: they nerf every explosive gun so you have to invest into the entire explosives tree to get them as they are right now.

Hobold
Jan 10, 2012


I love my Cutlass
I love big stompy mechs
I love my HOTAS
I love to salvage wrecks
I love Star Citizen, and all it's craziness
GOONDEYADA, GOONDEYADA, GOONDEYADA
College Slice

UnknownMercenary posted:

Comedy option: they nerf every explosive gun so you have to invest into the entire explosives tree to get them as they are right now.

:negative: Don't even kid about that.

Deviant
Sep 26, 2003

i've forgotten all of your names.


UnknownMercenary posted:

Comedy option: they nerf every explosive gun so you have to invest into the entire explosives tree to get them as they are right now.

welp, always knew i'd have to pay the explosive price to sit on the explosive throne.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

Coolguye posted:

grenade launchers and the RPG already crack the game wide open in a lot of ways so the idea that they would give any skills that benefit them directly in any major way seems unlikely

UnknownMercenary posted:

Comedy option: they nerf every explosive gun so you have to invest into the entire explosives tree to get them as they are right now.

Deviant posted:

welp, always knew i'd have to pay the explosive price to sit on the explosive throne.

:getin:

ClonedPickle
Apr 23, 2010
Explosives-boosting skill blatantly called "Fun Tax"

Concordat
Mar 4, 2007

Secondary Objective: Commit Fraud - Complete
Since "far away" sounds like it only applies to shotguns while in ADS it sounds to me like it may make the Mosconi and Joceline even more murderous at range.

Also they better loving add a skill to the Tech tree that lets you restart drills/saws by yelling at/hitting them.

Concordat fucked around with this message at 00:51 on Mar 26, 2016

Dr Cheeto
Mar 2, 2013
Wretched Harp
23 points to make shotguns good? That's bullshit!

Explosive tree? I will pay any price.

Kikas
Oct 30, 2012
Oh man, what if the new Iron Man basic will be able to proc off Turrets?

Dr Cheeto
Mar 2, 2013
Wretched Harp

Kikas posted:

Oh man, what if the new Iron Man basic will be able to proc off Turrets?

...they'll be mediocre instead of just terrible?

gol dang robot guns takin our crime jobs

Coolguye
Jul 6, 2011

Required by his programming!
I took another look at the example build and something kinda clicked for me

Have they said whether or not we will be able to mix and match skill trees anymore? Or are things like Techforcers and Masterforcers and Fugiminds and all of those other stupid do-everything portmanteaus we've made up for this game going away, forcing us to coordinate to play this team game? If you consider the idea that you must take one role and then spend ALL of your points in that one tree, the skills themselves start to make a lot more sense overall. Yes, you must spend like half of your points to get to top tier of one tree, but that is because you only have 3 trees to mess with. You only have to decide which handful of skills you can live without, as opposed to being paralyzed for choice.

I hope that is not the direction they're going, but the implication they've given in the Mastermind example seems to support this interpretation.

Dr Cheeto
Mar 2, 2013
Wretched Harp

Coolguye posted:

I took another look at the example build and something kinda clicked for me

Have they said whether or not we will be able to mix and match skill trees anymore? Or are things like Techforcers and Masterforcers and Fugiminds and all of those other stupid do-everything portmanteaus we've made up for this game going away, forcing us to coordinate to play this team game? If you consider the idea that you must take one role and then spend ALL of your points in that one tree, the skills themselves start to make a lot more sense overall. Yes, you must spend like half of your points to get to top tier of one tree, but that is because you only have 3 trees to mess with. You only have to decide which handful of skills you can live without, as opposed to being paralyzed for choice.

I hope that is not the direction they're going, but the implication they've given in the Mastermind example seems to support this interpretation.

from the announcement

quote:

Does this mean I can only spend skill points in one skill tree, i.e I can only spend my skill points in Mastermind’s subtrees?

No, players can spend skill points in as many skill trees as they want.

Coolguye
Jul 6, 2011

Required by his programming!
ah ok killer thanks

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

ClonedPickle posted:

Explosives-boosting skill blatantly called "Fun Tax"

well then call me the IRS, because have i got the answer for you

Crabtree
Oct 17, 2012

ARRRGH! Get that wallet out!
Everybody: Lowtax in a Pickle!
Pickle! Pickle! Pickle! Pickle!

Dinosaur Gum
Top C4/Explosion tree skill is Red Alert, which makes all explosion damage radioactive. A LITTLE GIFT FROM YA BOY VLAD.

watho
Aug 2, 2013


The real world will, again tomorrow, function and run without me.

Crabtree posted:

Top C4/Explosion tree skill is Red Alert, which makes all explosion damage radioactive. A LITTLE GIFT FROM YA BOY VLAD.

A beacon deployable which summons the orbital downpour from Red Alert 3. :getin:

Geight
Aug 7, 2010

Oh, All-Knowing One, behold me!
Why is bullets stumbling shields bad?

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Geight posted:

Why is bullets stumbling shields bad?

Because it ruins Vox's fantasies.

Grapplejack
Nov 27, 2007

Geight posted:

Why is bullets stumbling shields bad?

Because if you're shooting the shield you're wasting your time, because it could just be Dead. You have a ton of ways to deal with shields that don't involve wasting ammo on it for a chance to proc a stumble.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

isndl posted:

Because it ruins Vox's fantasies.

I'm agnostic on it. It depends on how it functions in action, particularly what animation it uses.

Grapplejack
Nov 27, 2007

Discendo Vox posted:

I'm agnostic on it. It depends on how it functions in action, particularly what animation it uses.

I'm assuming it will continue to use the current stumble animations, which loving suck and make the shield really hard to kill.

Geight
Aug 7, 2010

Oh, All-Knowing One, behold me!
I thought they changed the stumble animations for shields to knock them on their rear end, or was that just an anecdotal observation

e: to be clear I am Shield Deleter Numero Uno cause I basically only ever use a sniper rifle when I play anymore, so I totally get the argument that any form of dealing with shields is less effective than what I can do with one shot. But that being said, I think making the skill apply to bullets should help non-snipers buy themselves precious seconds for me to turn around and delete however many shields are attacking them, depending on how the math for the chance works out. So overall, I think it is possibly a good change.

Geight fucked around with this message at 05:48 on Mar 26, 2016

Adbot
ADBOT LOVES YOU

LuciferMorningstar
Aug 12, 2012

VIDEO GAME MODIFICATION IS TOTALLY THE SAME THING AS A FEMALE'S BODY AND CLONING SAID MODIFICATION IS EXACTLY THE SAME AS RAPE, GUYS!!!!!!!
Seriously why the gently caress is there a decay on hysteria stacks? It's totally unnecessary.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply