Auto Assault Q&A

Stratics had the opportunity to fire off several questions to Auto Assault design director Ryan Seabury about their newly released post-apocalyptic vehicular MMORPG. Here's a taste:
Q: With the PvP test server during beta, players could boost levels and test their skills and abilities out. Many expressed that some skills are not so good or high-end skills are not as good as starting skills. Was this addressed as you prepared for launch?

A: We spent a lot of time at the end of beta looking at skill balance, running daily tournaments internally to see how various combinations stack up. We also incorporated user feedback heavily into this, since our beta community often had the luxury of more time to try out various combinations.

The design of the skill system is a bit different than what a lot of people might be used to, so the concept of (low-end) skills versus (high-end) is somewhat ambiguous in Auto Assault. It's more just that you're getting access to different skills at each new level tier. In terms of their relative power, that is completely dependent on how many skill points you invest in them. So it is entirely possible that you can make a (low-end) skill be extremely powerful if you invest a lot of skill points in it.