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The Best Part About The New Skill System


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#1 NeoCodex

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Posted 07 December 2016 - 01:47 AM

No more module swapping.

As someone who only has a couple of radar derps, seismics and one of each weapon module and doesn't want to spend more on them because of principles even if you have the cbills (why buy 20 of them if you still have to swap, and I can't afford 200), the swapping chore with module hunting is the worst part of this game whenever I want to switch mechs. It gets even worse if you didn't play the game for a month, having no clue what mech you used that large laser range module on (don't get me started on cockpit item hunting, I'm still looking for that lost disco ball to this day).

And with Russ confirmation that values are placeholders, and that grind times should be about the same, I'm really looking forward to the new system. If nothing else, it will give us at least something new to do and get rid of the module hunting.

#2 El Bandito

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Posted 07 December 2016 - 01:57 AM

Yes, module swapping is very tedious, indeed. Assuming the XP requirement will be reasonable, all that is left is to make sure the skill tree would not create more imbalances.

#3 Paigan

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Posted 07 December 2016 - 02:25 AM

True.
Plus: With the announcement of a 100% refund when the skill tree hits the servers, you can excessively buy modules until then, knowing you'll get your C-Bills back in full.

Edited by Paigan, 07 December 2016 - 02:25 AM.


#4 Vxheous

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Posted 07 December 2016 - 02:30 AM

View PostNeoCodex, on 07 December 2016 - 01:47 AM, said:

No more module swapping.

As someone who only has a couple of radar derps, seismics and one of each weapon module and doesn't want to spend more on them because of principles even if you have the cbills (why buy 20 of them if you still have to swap, and I can't afford 200), the swapping chore with module hunting is the worst part of this game whenever I want to switch mechs. It gets even worse if you didn't play the game for a month, having no clue what mech you used that large laser range module on (don't get me started on cockpit item hunting, I'm still looking for that lost disco ball to this day).

And with Russ confirmation that values are placeholders, and that grind times should be about the same, I'm really looking forward to the new system. If nothing else, it will give us at least something new to do and get rid of the module hunting.


I rarely module swapped......and i'll have 1 Billion C-bill refund incoming when this skill tree hits

#5 Widowmaker1981

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Posted 07 December 2016 - 03:46 AM

Module swapping annoyed me so much i refused to do it, and bought new modules for every mech.

Ima be rich soon.

#6 The Unstoppable Puggernaut

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Posted 07 December 2016 - 03:50 AM

Yes module swapping was annoying but I am just wondering if this skills tree will allow you to reset per tree or per mech. If it's the latter, we now will die by clicking our lives away.

Hopefully it's by tree.

I still find it logic wise to equip mechs with modules rather than them levelling skills towards being a better radar derper. That makes no sense to me. I understand why they're doing it but I actually prefer the modules system.

#7 Prof RJ Gumby

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Posted 07 December 2016 - 03:53 AM

It is some kind of a benefit. One thing I hated about it was that I needed to edit all my CW mechs before going to CW and then reeditting them after finishing playing CW. That made me play less CW, because that was just tedious.
CW could get a little increase in population thanks to that. I will surely play it more if the skill tree changes won't happen to be so terrible to drive me away from the game completely.

Edited by Prof RJ Gumby, 07 December 2016 - 03:54 AM.


#8 TheLuc

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Posted 07 December 2016 - 03:55 AM

I dont see any best as you get more with current system than what PGI propose

#9 TheLuc

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Posted 07 December 2016 - 04:06 AM

a copy paste from an other thread,

The only thing we can ask for in MWO is Mechs, when players ask for features it always turns out for the worst with PGI. Current Skill tree is more a Mechanical Optimization tree and the new one is more in the line of Adjustments.

Its clear that some trees will be mandatory like the Operation and Survival

With 75 nods only, just the Operation section to get same cooling performance as now or slightly better is 21 nods of 75 so 54 nods left. In the Survival section will cost 10 Nods for maximum Armor and Structure bonus which the values seem quite lower than the quirks we got at the moment, this means the Summoner, Cataphract, Orion, Atlas and others will feel like paper again. Left with 44 nods, the Mobility Section is divided in 2 sub-section, upper and lower chassis. Upper chassis section is 24 Nods for maximum bonuses in torso twisting and arms aiming. Some Mechs that have no use of arms except as shields its a loss of 9 Nods right there to get maximum torso bonus. Lower chassis will cost 20 nods to get Speed Tweak at same value we currently have with half of chosen nods the player may not actually want.

No nods left, no weapon nods been yet chosen, no radar deprivation and no seismic sensors. Current Skill tree give access to all bonuses, you get the modules you want and you play different variants of the Mech chosen to spice things up. In the end the current system offers way more than what they offer.

#10 NeoCodex

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Posted 07 December 2016 - 05:06 AM

In regards to nods, yes, I hate the fact that you have to unlock arm movement to access torso movement.. Like really.. Most of my builds play with no arm weapons with arm lock anyway, so it's a double waste there...

#11 QuantumButler

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Posted 07 December 2016 - 05:08 AM

I know someone who has 100+ sets of both radar dep and seismic, he estimates he can buy over 125 timberwolves once they refund his module purchases.

View PostNeoCodex, on 07 December 2016 - 05:06 AM, said:

In regards to nods, yes, I hate the fact that you have to unlock arm movement to access torso movement.. Like really.. Most of my builds play with no arm weapons with arm lock anyway, so it's a double waste there...


>Arm Lock

Scrubs do, yes.

In reality you want to use the arm lock toggle a lot but have it off by default, lock 'em when you need accuracy, unlock them otherwise.

Edited by QuantumButler, 07 December 2016 - 05:09 AM.


#12 NeoCodex

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Posted 07 December 2016 - 05:38 AM

Quote

>Arm Lock

Scrubs do, yes.

In reality you want to use the arm lock toggle a lot but have it off by default, lock 'em when you need accuracy, unlock them otherwise.


You would think it's a scrub thing to do "to leave it locked" but an advanced player will toggle it on demand and I'm one of those. It took some getting used to, yeah torso twist is very sluggish but eventually any PPFLD torso weapon build benefits highly from locked aiming. It's too much deviation with the accuracy otherwise, if I have no weapons on arms there is absolutely no reason to have arms unlinked.

Edited by NeoCodex, 07 December 2016 - 05:43 AM.


#13 Bud Crue

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Posted 07 December 2016 - 05:44 AM

After yesterdays twitter clarifications I think people are going to start to be fairly positive about the potential for the new squirks tree (see this thread for example).

But because I can't help it...the following thought popped into my head: how much salt is going to flow if they decide via the PTS that the new system doesn't work or "runs into problems" or "needs to be reevaluated" all of which is PGI code for you won't see this again anytime soon? Maybe break the molecule and just go with straight chlorine?

#14 3xnihilo

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Posted 07 December 2016 - 06:05 AM

View PostBud Crue, on 07 December 2016 - 05:44 AM, said:

After yesterdays twitter clarifications I think people are going to start to be fairly positive about the potential for the new squirks tree (see this thread for example).

But because I can't help it...the following thought popped into my head: how much salt is going to flow if they decide via the PTS that the new system doesn't work or "runs into problems" or "needs to be reevaluated" all of which is PGI code for you won't see this again anytime soon? Maybe break the molecule and just go with straight chlorine?


Yeah this has been the fear at the back of my mind. My guess (and hope actually) is that we get: "Upon further testing it has become evident that some mechs still require minor base quirks."

#15 Bud Crue

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Posted 07 December 2016 - 06:11 AM

View Post3xnihilo, on 07 December 2016 - 06:05 AM, said:

Yeah this has been the fear at the back of my mind. My guess (and hope actually) is that we get: "Upon further testing it has become evident that some mechs still require minor base quirks."


Luckily Russ said that already (see his twitter feed) so the PTS would only (I hope) flesh that out a bit. But my thought of toxic dread above was inspired by the idea that if the PTS fails, then all the c-bills folks are already visualizing being returned to them via the refunds of modules is never realized. If that is pulled out from under us, I thinks a lot of folks are gonna lose their shi7 over it.

Please make this work PGI...for all our sakes.

#16 FupDup

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Posted 07 December 2016 - 10:09 AM

Module swapping is "free" after you've already purchased them.

Skill swapping takes a huge amount of C-Bills or MC, and the former option sets you back to level 0 so you have to unlock every single skill point all over again.

#17 Johnny Z

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Posted 07 December 2016 - 10:15 AM

View PostThe Unstoppable Puggernaut, on 07 December 2016 - 03:50 AM, said:

Yes module swapping was annoying but I am just wondering if this skills tree will allow you to reset per tree or per mech. If it's the latter, we now will die by clicking our lives away.

Hopefully it's by tree.

I still find it logic wise to equip mechs with modules rather than them levelling skills towards being a better radar derper. That makes no sense to me. I understand why they're doing it but I actually prefer the modules system.


Its a mech modification tree. Done awesome to and the bonuses update real time with totals. Makes complete sense.

Whats cool is they can still make a pilot skill tree that effects all mechs in some way...

Edited by Johnny Z, 07 December 2016 - 10:16 AM.


#18 RestosIII

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Posted 07 December 2016 - 11:20 AM

View PostVxheous Kerensky, on 07 December 2016 - 02:30 AM, said:


I rarely module swapped......and i'll have 1 Billion C-bill refund incoming when this skill tree hits

View PostWidowmaker1981, on 07 December 2016 - 03:46 AM, said:

Module swapping annoyed me so much i refused to do it, and bought new modules for every mech.

Ima be rich soon.


Considering how much money you'll both be sitting on, may I recommend investing in Clan Diamond Shark stocks? We have some upcoming products that are sure to be big hits in the years to come, and they're sure to bring in a tidy profit. We project that any investments made today will be multiplied by at least threefold by this time next year!* You know you want to.

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Edited by RestosIII, 07 December 2016 - 11:21 AM.


#19 C E Dwyer

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Posted 07 December 2016 - 11:27 AM

View PostNeoCodex, on 07 December 2016 - 01:47 AM, said:

No more module swapping.

As someone who only has a couple of radar derps, seismics and one of each weapon module and doesn't want to spend more on them because of principles even if you have the cbills (why buy 20 of them if you still have to swap, and I can't afford 200), the swapping chore with module hunting is the worst part of this game whenever I want to switch mechs. It gets even worse if you didn't play the game for a month, having no clue what mech you used that large laser range module on (don't get me started on cockpit item hunting, I'm still looking for that lost disco ball to this day).

And with Russ confirmation that values are placeholders, and that grind times should be about the same, I'm really looking forward to the new system. If nothing else, it will give us at least something new to do and get rid of the module hunting.



So the best thing about the new skill tree is convenience, and the promotion of laziness ?

I'd hoped for balance myself

#20 TVMA Doc

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Posted 08 December 2016 - 10:06 AM

View PostNeoCodex, on 07 December 2016 - 01:47 AM, said:

No more module swapping.

As someone who only has a couple of radar derps, seismics and one of each weapon module and doesn't want to spend more on them because of principles even if you have the cbills (why buy 20 of them if you still have to swap, and I can't afford 200), the swapping chore with module hunting is the worst part of this game whenever I want to switch mechs. It gets even worse if you didn't play the game for a month, having no clue what mech you used that large laser range module on (don't get me started on cockpit item hunting, I'm still looking for that lost disco ball to this day).



I can help you with this. Disco died. It died a far less horrific death than it should have, but it died none-the-less. Let it go.

;)

Otherwise, I agree with your post.





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