New Skill Tree First Look!
#21
Posted 04 December 2016 - 09:12 AM
#22
Posted 04 December 2016 - 09:31 AM
ElCadaver, on 04 December 2016 - 05:08 AM, said:
As someone who has a lot of elite mechs, is the amount being refunded to us going to be enough to pay for the allowable number of quirks, so that every mech we have elited will stay "elited" in the new system?
Will our mechs keep their current XP, plus be refunded the extra they have spent on skills? I have several mechs with hundreds of thousands of XP on them.
Good questions, I think Russ said we will have a full refund.
So current xp + skills unlocked, but honestly , if you just mastered a mech and not used it much later, it will have a stunning 21.500 + 21.500 + something like 16.200 so about ~60k xp per mech, that is not a lot for the new system, actually if the numbers stay as they are , that's enough for 6 new upgrade points.
You need 15 to fully unlock a quirk , so reload, speed and range or ~5 points for just one aspect and the max it seems one mech can have spent is 75 so.... 12+ times more XP needed to "master" a mech now X) , and each mech, even a duplicate, needes individual leveling X) .
Though it seems as the torso twist speed and angle is still set at 0% per rank they still have a lot of tuning left to do so mby they will reconsider the SP cost.
Edited by Nik Reaper, 04 December 2016 - 10:01 AM.
#23
Posted 04 December 2016 - 10:09 AM
#25
Posted 04 December 2016 - 10:37 AM
Mechsniper, on 04 December 2016 - 10:09 AM, said:
True, I will want to level up my old preferred first.
#26
Posted 04 December 2016 - 10:39 AM
#27
Posted 04 December 2016 - 11:20 AM
Bush Hopper, on 04 December 2016 - 10:34 AM, said:
Most likely the IS mech will be able to distribute more points in the skill trees
That's my hope, yeah. It looks like 'Mechs will have a number of SP available to spend, and it may actually streamline balance for PGI, since they can add or reduce the number of SP available to a 'Mech depending on how much assistance it needs.
A 'Mech like the Storm Crow would need enough SP to get to the point where it has the equivalent of Mastery under the current system and then nothing else. A Locust is going to need enough to get both that and a level of quirking at least similar to what it has now.
#29
Posted 04 December 2016 - 12:07 PM
So. 130 variants x 65,000 XP = 8,450,000 XP. Add to that say another 250,000 excess XP and that brings me to a total of 8,700,00XP. That gets refunded to me for the new skills tree. Under that schema to master 1 mech is
So, for 2 years worth of casual play XP under the old skill tree system is, enough to master, under the new proposed skill tree,
roughly
Yippee?
Edited by Bud Crue, 04 December 2016 - 12:48 PM.
#30
Posted 04 December 2016 - 12:19 PM
Bud Crue, on 04 December 2016 - 12:07 PM, said:
So. 130 variants x 65,000 XP = 8,450,000 XP. Add to that say another 250,000 excess XP and that brings me to a total of 8,700,00XP. That gets refunded to me for the new skills tree. Under that schema to master 1 mech is 3.75 million XP.
So, for 2 years worth of casual play XP under the old skill tree system is, enough to master, under the new proposed skill tree,
roughly 2 mechs plus change.
Yippee?
Yeah, if this is the case, I won't be playing, even if i have been playing Battletech for 25 years.
#31
Posted 04 December 2016 - 12:21 PM
Wecx, on 04 December 2016 - 12:19 PM, said:
Yeah, if this is the case, I won't be playing, even if i have been playing Battletech for 25 years.
I would sure like it if PGI would clarify this sooner rather than later. Cuz man, I won't say I am uninstalling, but if my numbers are even close to right...that is some serious ******** right there.
#32
Posted 04 December 2016 - 12:27 PM
More noob stomping incoming.
#33
Posted 04 December 2016 - 12:28 PM
Edited by MechaBattler, 04 December 2016 - 12:32 PM.
#34
Posted 04 December 2016 - 12:31 PM
Bud Crue, on 04 December 2016 - 12:07 PM, said:
So. 130 variants x 65,000 XP = 8,450,000 XP. Add to that say another 250,000 excess XP and that brings me to a total of 8,700,00XP. That gets refunded to me for the new skills tree. Under that schema to master 1 mech is 3.75 million XP.
So, for 2 years worth of casual play XP under the old skill tree system is, enough to master, under the new proposed skill tree,
roughly 2 mechs plus change.
Yippee?
Wouldn't that be 75x10'000xp = 750'000xp pr mastered mech ?
#36
Posted 04 December 2016 - 12:33 PM
For example, the Streak Missile tree seems to require to unlock Streak Missile range before you can unlock the Streak Missile Cooldown. If I don't care about range, that is one wasted point on something I don't feel I need.
Or worse, the Enhanced Narc skills. Looks to me like you would have to invest 9 points in the skill tree just to get both 10% bonuses to NARC.
#37
Posted 04 December 2016 - 12:34 PM
NoiseCrypt, on 04 December 2016 - 12:01 PM, said:
Yeah, I didn't see that it was capped at 75 skills.
Still, 750,000 XP is an absurd amount of XP to drop into one variant of one chassis.. This will certainly hurt mechbay sales.. and probably future mech sales. Who wants new toys when they aren't finished with even four of their dozens of toys?
..not to mention the Clan mechs that are performing well, without quirks, will now be able to choose their own quirks and utterly dominate everything around them.
Even if they gave the IS double the skill points of the Clan mechs, it still wouldn't equal to the same performance on the battlefield. Kodiak 3s with ballistic range / velocity quirks.. on top of armor / structure quirks?.. Great idea, PGI.
RIP: Clan VS IS semi-balance.
Also, giving the IS more skill slots per mech just makes the grind to master them exponentially more unbearably long.
-----
I really like the idea of more customization in the skill trees, but the amount of grinding.. the Clan vs IS imbalance this will create.. the fact that, with Jump Jet height quirks, this thing brings back the poptart Gauss/PPC meta.. complete with velocity buffs for their Gauss/PPC..
I'm really god damn happy that I've downloaded ~20 new games to play just in case PGI threw the game into the crapper, as it seems they were on track to do since the minimap update / rescale / dequirkening / roundtable..
Edited by AnTi90d, 04 December 2016 - 12:36 PM.
#39
Posted 04 December 2016 - 12:37 PM
Wecx, on 04 December 2016 - 12:33 PM, said:
No because as you climb the tree it gets more expensive,
I don't think so. I have watched the clip a couple of times and all the pretty screen shots... where are you getting this from?
Not that 750'00 still isn't way to much for a single variant.
#40
Posted 04 December 2016 - 12:44 PM
Dino Might, on 04 December 2016 - 12:27 PM, said:
More noob stomping incoming.
So much this.
Also not actually sold on locking in so much specialization in each mech, it will reduce build diversity as people learn the optimal upgrade paths.
I think leveling and straight upgrades are horrible design for arena pvp games, skill in playing and building should be the only disparities between players.
Edited by Sjorpha, 04 December 2016 - 12:47 PM.
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