Perks, Unlockable, Abilities


(Vaporman) #21

[QUOTE=1234567;269415]Disregard the above. Husband was being stupid.

:tongue:[/QUOTE]

No but there is the rumor that there will be an ability that prevents you from using any abilities. Wrap your mind around that one. Mwahahaha!


(LyndonL) #22

OR… an ability that stops other people’s abilities working when they’re around you!

Imagine two players with that same ability being next to eachother!


(Vaporman) #23

[QUOTE=LyndonL;269423]OR… an ability that stops other people’s abilities working when they’re around you!

Imagine two players with that same ability being next to eachother![/QUOTE]

I think at that point the game crashes and spontaneously combusts.


(DouglasDanger) #24

Perhaps there are 10 per class and the rest of the abilities are universal. That leaves 18 universal. Or maybe it is 12 abilities, some of them being upgrades to abilities, like you buy turret, and then you can upgrade it twice.


(thelurker) #25

Hey all just thought I’d jump in with some things I thought of which haven’t been mentioned yet and some things that at first seemed obvious to me but haven’t been mentioned anywhere, so I’ll toss em in here to hear what other people think. Feel free to correct me if I’m missing something here :tongue:. Sorry in advance for the wall of text.

• Gear Head, mentioned by a Splash person somewhere, engy skill which lets you deploy and repair your turrets faster. Engy has an icon of a head with gears in it, so it seems to fit pretty well.
• Faster supply/mana/whatever-you-call-it regen, a Universal skill that’s been mentioned by devs and it’s got its only little icon, but is again not listed on the info sources.
• Ability to hand out increased magazine/ammo capacity. Soldier skill, again mentioned by a Splash person somewhere, and there is a skill icon that looks very much like it in the ability window. (i.e. the one with what look like two magazines next to each other with a plus in front of them)
• Increased grenade AOE, increased grenade damage, decreased grenade cooldown. Three separate soldier skills. (These are based purely on guesses from the fact that devs have said that soldiers can ‘specialize’ in nades and the fact that in the soldier ability window, there are three icons that fit the description very well)
• Remote hacking. Another purely guessed at skill, once again from dev mentioning it and the fact that there is an icon of a remote control in the operative skill window. This has got me thinking that you can hack whatever you like, be it obj, turret etc from the get go but only if you’re right next to it. This ability would allow you to hack from a distance at a reduced hacking speed. (That and I can’t think of another mentioned operative ability that would fit with a remote icon better then this)

I think the newest ability images can be found thanks to a member of the Bethesda forums (Capt. Awesome Man) here http://forums.bethsoft.com/index.php?/topic/1162721-ability-speculations-my-guesses/ along with his guesses. These are from last years E3 vid with the exception of the operative and engineer images, which are both from an even earlier vid.

Speaking of which the image tied to the ‘Nerves of Steel’ skill in the engy window does not in fact appear in last years E3 video, being replaced by a third turret image, leading me to believe that it has been replaced by a ‘Heavy/Advanced Turret’ skill.

There were a couple of other things that I can’t quite recall atm, will post more if I can remember them.

Whew haven’t written so much all at once in a forum in a long time :smiley:


(3Suns) #26

OT

You mean Blondes? Ever since I watched Undercover Brother I can never hear or read the word kryptonite without remembering this line:

"It’s time to unleash our secret weapon; I call it “Black-man’s Kryptonite” " enter a blonde Denise Richards

:smiley:

/OT


(DouglasDanger) #27

I’ve been reading some conflicting things about perks. You get a perk each time you level-up, right? That gives you 20 perks. I have also read that you can only have three perks active at one time. Is that true? Does that include both universal and class perks?

Also, at the command post, you can change classes. Can you have different perks loaded for each class?


(LyndonL) #28

Active abilities versus passive abilities. Only 3 active abilities are allowed.

Abilities are for the character as a whole. So you need to get a good mix of abilities to allow you to change class at will including generic abilities, or just specialise.


(DouglasDanger) #29

How many passive abilities are allowed?

I really want to have Sense of Perspective, just so I can see my character once in a while. :slight_smile:


(LyndonL) #30

Well 3 active abilities at a time… Do the maths. 20 - 3 = 17. I assume that’s how it works…


(DouglasDanger) #31

17 active passive abilities? That seems high.


(Mustkunstn1k) #32

You are allowed 20 abilities.
Maximum 3 active abilities.
This means you can have minimum 17 passive abilities. But you don’t have to get 3 active, you can have 20 passive too (probably).


(DouglasDanger) #33

I don’t know about that. What if there are different levels for some of the perks, like the turret.

I guess you could make an extremely specialized character that is only good for a certain play style.


(Herandar) #34

Well, theoretically, you could have three active abilities for all four classes selected and mapped to the controls.

This would mean that when you switch class, you would start using the other set.

You can only have three active abilities mapped. There is no reason you can’t have more selected. Heck, you have to have five active abilities selected to use a Level 3 turret if you want to use other Engineer abilities.

Logically, the limit is 20.


(LyndonL) #35

Well yeah, but why have them in your list if you can’t use them? unless you can have 12 active abilities selected (3 for each specific class) that auto activate as soon as you change to that class. I don’t remember reading too much into how that works.


(CapnHowdy21) #36

@LyndonL if you watch some of the newer videos(and older), when they change class, their mapped abilities also change. I assume you get to set up where each ability is mapped for each class. So theoretically you can have 12 active abilities mapped. 3 for each class.


(LyndonL) #37

Nice. Thanks for that. I admit, I haven’t paid a lot of attention to abilities so far.


(DouglasDanger) #38

Are you talking about the get smart videos? I didn’t notice that there. PEople having been really raising a stink about not being able to change abilities.


(obliviondoll) #39

This, along with the conversation building up to it, implies that the number of passive abilities a single character can have will be…

Maximum: 20

Assuming there are that many passive abilities in the list of 58 isn’t much of a stretch. But keep in mind that this almost certainly includes class-specific passives, and extremely situational ones like “downed fire” which will only kick in given the right specific even/combination of events occuring

Minimum: 8.

This is making another assumption, which could result in an even lower number - it’s possible players will take more than 3 active abilities for a class on a single character, so they can have multiple ability sets with the single character, suited to different tactics or on different maps.


(CapnHowdy21) #40

@Obliviondoll, the minimum won’t be 8, because of active abilities like the Turret. In order to get to the higher turret, you need the lower rank turrets. So its possible you would have 5 active abilities for engineer. The highest turret, and two others, and the two lower turrets which you don’t use.