So, them skill upgrades.


(Linsolv) #21

I plan to FIRST go through all the abilities and decide which I don’t want.

THEN I plan on getting all the Universal and (primary class) abilities I do want. Then using the remaining points to distribute between (secondary class) and (tertiary class).

The first step is really the important one.

Essentially, the thing that a lot of people seem to be forgetting is, yes. If you have 20 points, and you put 10 into General and 10 into [primary class], you have to be sacrificing from one of those to choose a secondary class.

But not all points are equally useful. For me, for instance, I can name a lot of abilities that don’t interest me personally:

Universal - Grenade Shooting, Sense of Perspective, Sprinting Grenade, Silent Running*, Downed Fire
Soldier - Molotov Cocktails, Armor Piercing Ammo, Grenade Mastery, Extra Magazine*, Frag Blast, Grenade Damage
Medic - Adrenaline Boost**, Increase Supplies*, Metabolism**, Speed Boost, Improved Increase Supplies
Engineer - Extra Landmine
Operative - Sticky Bomb, Caltrop Grenades, Control Turret, Cortex Bomb, EMP Grenade

    • Possibly wrong, I’ll have to see in the long run.
      ** - Essentially, for all intents and purposes mutually exclusive.

Now, in my case, my primary class (at least for my first character) is going to be a Medic.

So I can put all the points I want into Universal abilities, leaving 15 (10-5=5; 20-5=15).

Then I put all the points I want into Medic abilities, leaving 10 (9-4=5; 15-5=10).

Then I can put all the points into Soldier abilities, because I might need to rush an objective even though I’m speccing for a dedicated Medic.

So I put all the points I want into Soldier abilities, leaving 6 (10-6=4; 10-4=6).

Now I’ve even got enough to do the same for Operative abilities, and STILL HAVE 2 POINTS LEFT (9-5=4; 6-4=2).

That’s taking every point I want, I can have points in every single class.


(Mustang) #22

My question of the day is, when did the ability count drop from 58 to 52?


(Nerfed) #23

I thought it was 48, since all classes have 12 (right?) available skills, but 1 of them on each is the standard skill, like buffing/reviving for medic (so that’s 42?).


(Mustang) #24

Universal - 10
Soldier - 11
Medic - 10
Engineer - 11
Operative 10

= 52


(Chili Squirts) #25

Unless I’m mistaken in my interpretation, I can theoretically save my points from levels 15 on and they will roll over and compound every level, meaning as long as I am willing to hold off an buying an ability for a few levels I will have 4-5 points to spend at level 20, which lets me get all of the level 20 abilities.


(brainsnakes) #26

whether or not this is the case would be a cool thing to know. i’d be fine either way, but i hadn’t even considered the possibility of not being able to take multiple level 20 skills. considering there’s 20 points to be had between universal and any particular class, that would force someone trying to mono spec a pure class to lose out on one of their level 20 abilities (universal seems to have a level 5 ability in downed fire, so) and force them to spend their last point on a differant class from their focus altogether.

that seems like a strange design choice, but who knows. maybe they want to really enforce the notion of team play by trying to gently nudge people towards hybrid builds so people stay more adaptable and more focused on objectives vs. being the best operative, or whatever.

I honestly don’t mind either way, but. clarification would be neat if only so that the wistful character dream builds i’m gonna be making in my head til tuesday are accurate!

Edit: don’t know how i mixed up last stand for downed fire.


(Herandar) #27

I agree. But I think it might be more effective to get up to level 20, then respec and regain one level than leave a number of empty slots from level 15 onwards.

There were a number of long (by usual standard) threads about tis a month or so ago when the ability information first started trickling out.