Perks, Unlockable, Abilities


(tokamak) #41

[QUOTE=Mustkunstn1k;287268]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).[/QUOTE]

Active and passive refer to the kind of ability. Extra health is passive, a self-revive is active.

You are allowed 20 in total, 5 class abillities in-game out of which 3 may be active. How many active you’ve lying around in your bank doesn’t matter.


(Herandar) #42

Logically, the maximum number of passive abilities one can select is 20 and the minimum is 0.

Also, there would still only be 3 ‘active’ abilities, but you would’ve invested in and selected 5 engineer abilities. Hmm, I’m just playing with semantics.


(JeP) #43

Are you sure that by taking the gatling turret (that require the two previous turrets to be selected), you will still have two active perks to choose ?

Cause I don’t see the point in forcing us to choose the previous turrets if it’s not to restrain our active perks.


(Herandar) #44

Never heard of a limit of 5 abilites from a single class. Or is that not what you meant?


(tokamak) #45

In-game it’s 5 per class, outside the game it’s up to 20.


(Herandar) #46

Source? This is literally the first time I’ve heard of this.


(CapnHowdy21) #47

[QUOTE=tokamak;287770]Active and passive refer to the kind of ability. Extra health is passive, a self-revive is active.
[/QUOTE]

I actually don’t think self-revive is active since it doesn’t have to be mapped to the d-pad. If you look at the ready and able trailer at a about 1:00, the self revive doest not require mapping.

So we might need a clarification if active means abilities you have to engage, or ones that are mapped to the d-pad.