why where so many abilities cut?

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hewhoispale

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Giving players too many abilities (buttons to push) and your tactical combat game becomes a puzzle game instead. Simultaneously too confusing for many, while too easy for some. For reference, see XCOM 2. It's a delicate balance.
 

Socratatus

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Giving players too many abilities (buttons to push) and your tactical combat game becomes a puzzle game instead. Simultaneously too confusing for many, while too easy for some. For reference, see XCOM 2. It's a delicate balance.

Well I find that condescending to people. Games in the past, including the ORIGINAL XCOM, was far more complex and it still is seen as a classic today.

People only think it`s too much, because they`ve been condition to.
 

hewhoispale

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Well I find that condescending to people. Games in the past, including the ORIGINAL XCOM, was far more complex and it still is seen as a classic today.

People only think it`s too much, because they`ve been condition to.
It's hardly condescending, as I put myself in the first group while I watch other players in the second group dismantle Ironman/Impossible in ways I can't seem to replicate on lower difficulties.

The original XCOM is opposite of "lots of cool abilities" all of the complexity was in the gear and strategic layer. Your soldiers could "fire gun" or "fire gun less accurately". They didn't have cooldown-linked headshot abilities when sniper speced, or an ability that stuns robotic units 2 twice per deployment with speced as technical support, or anyone of a dozen other things.
 

holtb80

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I generally like what we have now, but don't really like the moral thing to make skills be available. I'd prefer straight up skills but with turn timers. You can precision shot early on and 8 more rounds of battle go by and it still not be back up yet. I haven't seen anything explaining the current system yet, nor have I actually looked either, but waiting on RNG to give you some good luck and proccing enough to fill a bar seems wrong if that's how it actually works.
 

Atticus Rose

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I generally like what we have now, but don't really like the moral thing to make skills be available. I'd prefer straight up skills but with turn timers. You can precision shot early on and 8 more rounds of battle go by and it still not be back up yet. I haven't seen anything explaining the current system yet, nor have I actually looked either, but waiting on RNG to give you some good luck and proccing enough to fill a bar seems wrong if that's how it actually works.

There are comm systems that can be mounted in the head slot that will generate +morale during a mission to help speed up skill use. However, in my case, that means removing the cockpit mod. . .and I refuse to do that.
 

Bolfry

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I think the AI is holding on to some of these Beta Abilities...like:

AbilityDefT8 TACTICS 8 AbilityDefT8 PASSIVE: 'Mechs piloted by this MechWarrior have their spotting range extended by 100m.

They seem to see me and fire on me LONG before I can see them (though they are blips) and this is without a sensor lock!
 

HaruhiFollower

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A lot of the beta abilities are just pure magic that has no place in a Battletech game, some ended up as unnamed passives and others are predicated on non-mech assets - hopefully the last type will find their way into the game after some general patching/QoL work.
 

Falc

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Some could be for scenario play, used but not give to the player.

AbilityDefCMD_Rally: RESTORES CONSCIOUSNESS TO ALL PILOTS, PLACES ANY DOWNED MECHS UPRIGHT, AND (TODO) REMOVES ANY DEMORALIZATION EFFECTS.

Could easily be used if, during a scenario, the story gives you a five minute breather